Kiwi Farms Community Doom Mapping Project

Weren't the "Columbine" Doom maps essentially some basic bitch abstract architecture multiplayer maps with nothing really noteworthy aside from the author's later notoriety?
Exactly. But due to these faggots' actions, there was a Mandela effect about them making and publishing a Deathmatch version of their school, proven false multiple times, but then mythicized when rumours of the seized .wad file being the actual school or some other schizo speculation. It certainly didn't helped that both were obsessed by Doom and that some doom fans made recreations of the columbine school. But, to be honest, lots of people recreated their houses, schools and workplaces in Doom back then, and even now (I think).
 
if you're referring to the school, it was never made by them.
it's an urban legend, most of those maps are recreations by faggots and are all post-dated the columbines. if anything, it's gonna be a "gender affirming" clinic slaughter map.
you don’t have to ruin the fun by deboonking me lol
 
Great job guys, this is pretty good. I haven't gotten all the way through yet but just finished "Uncle Jersh's Day Out." Lmao at the custom textures, well done. Too bad I didn't learn about this project sooner, I used to make Doom maps years and years ago... in fact that's what got me interested in 3d modelling and programming. Takes me back.

Does anyone remember highly-detailed WADs back in the day? People did gradient lighting effects, 'fake' 3d platforms which projected out over empty space, highly detailed geometry... man that was real. I saw some of those cool techniques I remember from back then in the maps I played so far.
 
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Finished first set of maps, overall it was pretty fun, I don't know the level of competency for everyone who participated, but generally level of quality didn't disappoint. Whoever chose the intermission music track I have to say thank you, I went full :story: when I finished first map and Yellowcard midi started blasting. I also want to point out that I fucked up with first playthrough where I used ZDOOM instead and this absolutely broke few maps and I had to replay through them again with GZDOOM to be sure. Unless otherwise stated maps were finished with 100% kills/items/secrets.
Small Isle - nothing special, but the fact that author bothered to implement actual floating platform instead of normal elevator is neat, the boat adds a bit of doom cute.
Degenerate Fruit - easy follow up, you can get kinda fucked up if your don't prioritize enemies correctly in the first room and be a bit health deprived, but berzerk pack helps with that.
Festering Axe Wound - gotta say right from the start, despite how simple and short it is, @ArticleWriter's addition is probably my favorite, very clean, compact and I was kinda spooked on my first playthrough when back up squad of imps and shotgunners marched from the hidden spawn at the start, final room poses a bit of challenge due to enemy positioning and limited ammo, absolute :winner: in my eyes.
HRT Labs - another great map, I really liked the room with toxic waste pool and how it was reused later, rocket launcher secret is very Doom 1 like and crate area room has pretty good level of details to it and a decent fight, the only bad thing is how abruptly the level ends, with exit door just looking rather poor, otherwise @The Bovinian Derivative delivered :winner: .
Uncle Jersh's Day Out - starting street is the best detailed part of any level here, but I kinda didn't like it, there is a lot of very good looking locations, but fights were on a very easy side and in general the whole map was a slow burner, still it's hard not to commend the visuals, I only got 7/12 secrets, honestly have no idea if that's either me being bad or some linedefs not triggering.
Kiwifarms 2041 - neat use of the GZDoom's ability to use non euclidean space, but kinda unremarkable, Cyberdemon at the end can be easily cheeseed from a lot of angles, his position would be a lot more lethal it he was raised a bit higher.
Rat's Den - a very great looking and finely detailed indoor map, being mostly a Tyson map makes it a good break for the pace of the set, can't say anything bad about it, although I have no idea where the last secret is and balcony skybox would bug out like hell on me.
P.S. How could I forget, the :ross: is absolutely brilliant, don't know how to describe the mirth that I experienced when first teleported into it.
Dilation Station 41 - this one is easily the best encounter wise :achievement: @Laughing Muttley :achievement: , a significant difficulty spike compared to all previous maps, first two rooms already testing your positioning and ammo usage, after that it keeps with the pressure with "The Pit" style mancubus drop, assault from spectres and chaingunners in the dark and very nasty Plasma Gun room, the only criticism that I have is that secrets in general are kinda weak, and both of those with green armor in them are way too late to be actually useful.
Retard War - good all around, my favorite part is actually the imp cavern at the start, but the stone pit encounter actually forces you to look out for the Mastermind, otherwise he still gets a good sightline to fire at you, the end fight is a nice spectacle and if you literally do what map heavily suggests it will be a cake walk, have no idea how to get into the sofa room so I ended up with only 2/4 secrets, although secrets are absolutely not critical for this one.
YWNBAW - BFG spam, two parts that leave a sour taste are the Baron rooms at the start and full darkness corridor with lost souls, former is not fun to cleanup with shotgun/chaingun, the latter is just painful because you can't see shit and at some point you will fall down without ability to backtrack, this is the only map where I didn't score 100% kills, but all the secrets are fun, although again I only ended up with 8/11, I think that linedefs around burning server didn't trigger.
 
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BFG spam, two parts that leave a sour taste are the Baron rooms at the start and full darkness corridor with lost souls, former is not fun to cleanup with shotgun/chaingun, the latter is just painful because you can't see shit and at some point you will fall down without ability to backtrack, this is the only map where I didn't score 100% kills, but all the secrets are fun, although again I only ended up with 8/11, I think that linedefs around burning server didn't trigger.
Heh, someone got greedy :story: Hint: what you pick up at the start is placed this way on purpose and it's 100% possible to select what you walk over. If you pick all of it up, you will lose out on 60 cells. Once you dispose of all the SS you should have a few shots left. The key is not wasting them on imps or the pinky. It was an overconfidence trap I set up on purpose.
As for the lost soul corridor, you're just supposed to leg it. If I had the know-how, I would have put a giant "RUN BITCH, RUN!!!" on the screen on entering.
The server room could be fucky, I had to rebuild it several times because at certain point even the cable linedefs counted as secrets. I'll do some troubleshooting tomorrow.
 
If making Doom mappacks becomes a reoccurring thing, I can easily see this producing high quality content in the future.

Should this happen, I'd highly recommend future mappers making levels which are well-executed gags or gimmicks rather than trying to make something big or intricate.
 
I only got 7/12 secrets, honestly have no idea if that's either me being bad or some linedefs not triggering.
Ah alright, I see what happened. Forgot to merge several sectors in the secret room of the sewer tunnels and they all ended up individually tagged as secret. I'm a dumbass for never noticing the end screen tally being off.

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Should this happen, I'd highly recommend future mappers making levels which are well-executed gags or gimmicks rather than trying to make something big or intricate.
This is something I want to see too since you wont compete with the top map creators anyway, unless they happen to be members here... But good luck telling the old crusty Doom autists on this site that. They get a fucking hart attack if you mention free look, jumping or any modern port features.
 
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If making Doom mappacks becomes a reoccurring thing, I can easily see this producing high quality content in the future.

Should this happen, I'd highly recommend future mappers making levels which are well-executed gags or gimmicks rather than trying to make something big or intricate.
If there will be another mapping project, I hope to see the rules become less strict to allow for custom monsters, weapons, scripts, ect. There's a lot of potential for a fantastic (and autistic) map pack if there's more talent and planning from experienced mappers and more developed skills from newer ones.
 
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