Kiwi Farms Community Doom Mapping Project

Judge Dredd

Senior Layout Artist
True & Honest Fan
kiwifarms.net
Joined
Aug 23, 2018
The mod is now officially released!

Thanks once again to everyone who contributed, and those that provided technical help.

Have fun.

forbiddenserver.pngKiwifarms 2041.png
RatsDen.jpgdilators_room.png

The mod was tested with a recent version of GZDoom, but other engines that support those features should.

The mod was made with Doom 2. If you don't have it, you can use Freedoom Phase 2, which is free.

The mod should be compatible with gameplay mods like Brutal Doom, Moonman Doom, and Trailblazer, but they not tested.


Now there is an optional extras file. This includes
  • The texture pack by @Dull Pencil that should be compatible with vanilla Doom 2 and vanilla map packs.
  • A slightly modified version of KFDoom with some minor changes.
    • The Fatrick maps were added to the end of the main episodes.
    • Freelook is always available.
    • Weapons now carry over from map to map.
This will break the intended experience, but might be slightly easier for those having a tough time, and allow gameplay mods with progression to work correctly.

UPDATE: An updated version of the texture pack, with the Keen replacement and new music can be found in the Doom Wad Resources thread here.





The aim is for the Kiwi Farms community to make Doom 2 map pack mod. People are free to enter regardless of skill or experience level.

The rules are simple. Make something cool.

For technical reasons, there can be no custom assets. Meaning no custom scripts, sounds, textures*, weapons, or monsters.

On Feburary 7th (or thereabouts) I’ll compile the submitted maps into a wad.


SUBMISSIONS CLOSED
(I'd edit the thread title or subtitle but that doesn't seem to be an option?)

Only emergency bugfixes and last minute submissions.


Included in this post is @Dull Pencil's fantastic custom texture pack. It should work on vanilla Doom 2 any existing Doom maps. It will be included with the map pack by default.


@Hax1337
(Customless?)

@Point Man

@Midnight Cooking
(Update)
(Update 2)

@modern horrors
(Update)
(Update 2)

@ArticleWriter

@Pierre D'Olnique

@Migraine Box

@Toilet Grenade

@ぴょ鳩

@Kung Pow

@Laughing Muttley

@The Bovinian Derivative
(Update)

@Roxanne Wolf (On behalf of another kiwi)

@Dull Pencil

@Pillar of Autism

@Athlon

@DickDevil3000




@ArticleWriter
Troon replacement

Music Suggestions



We’ll be targeting GZDoom, meaning a wide variety of formats are supported. Boom and UDMF are the big ones. Boom is limiting, but arguably simpler. UDMF allows for fancy modern things like reflections, ramps, dynamic lights, and other advanced techniques.

Want to contribute but don’t know how to make a map? Make a map anyway.

If you’re insistent that you want to contribute without making a map. Custom music might be an option. A custom title screen or project logo would be nice. You could also play the maps and give your opinions.

*I could be convinced to add a common set of custom textures, especially widely used community packs like OTEX. The problem with custom content is that other collaborative Doom projects have had people who tried to add a bunch of bullshit that broke things and ballooned the file size.


I’d recommend keeping the map small. 3-5 rooms connected by corridors will be more than enough.

Don’t try to make Doom something it’s not. It's better to find keys and shoot monsters than it trying to make Doom a puzzle platformer.

You’re likely going to mess up, especially your first map. Doors won’t work, textures wrong, everything is too big or too small. That’s normal.

I recommend this site for getting the tools you need, and their crash course video tutorials. There’s plenty of other resources if you don’t want a Scottish furry talking at you.

Doom is an abstract game. Don’t try and make things “realistic” in size. Avoid making all rooms symmetrical squares, etc.

Finally, if in doubt, stick with Doom 1 monsters, since Doom 2 monsters like Archviles and Revenants are easier to do badly than imps and Cacodemons.

Please include the following details with your submission when you post it. (I don't know if it's needed, but seems to be common practice in Doom community projects so I assume there's a good reason for it.)

Map Name:
Author Name: (If different from KF Username)
Map Format:

Why no custom textures? There should be custom textures.

On paper, I have no problem with custom textures. In practice I want to avoid conflicts as it's possible for people to overwrite or break things. This is a possibility with Doom mods. Another potential problem is people ballooning the file size with random junk.

I'm not much of an artist, so adding good KF themed textures is beyond my ability. @Dull Pencil has volunteered to create some. I'll try to put them in Doom format soon.


The mod should be bigger in scale/replace the enemies/be MoonMan 2/do this other thing!

There are two answers, the short and long version.

Short version. This project is Doom maps. If you want to make a mod grander in scope, with blackjack and hookers, then do it. I don't say that to be sarcastic. If you think you can do it, do it. I'd play it.


Long version.
This mod is intended to as something fun. Both for the creators and the players.

Doom mapping is quicker and easier to learn than full game development. You can get something playable and fun over a long weekend.

Doom has a lot of high quality mods out there for it. Mods like MyHouse, Scythe, and Aincent Aliens, took experienced modders years to develop. Brutal Doom was in development for a decade, and many big name mods are vaporware. The chance of some (often beginner) KF members making something on that scale, on a volunteer basis, and remain interested over years, is optimistic.

If you want to make a spite mod that will piss off the Doom community, then name dropping Brutal Doom or making a Terry wad would suffice. You could also make something on your own or part of this project what would achieve the result you want.

I also find those kind of shock wads don't really last. After the initial shock value, there isn't much to them to hold interest.


Modding Doom has some limitations that could easily be make it contentious. For example, if we paste a fat lolcow's head on a Mancubus, who should it be? Patrick? MovieBob? Boogie? Someone else? There are ways around this but at a certain point, modding Doom is just holding you back and you could make a completely new FPS. You could even make something in the Doom engine. That way you'd have everything you want. Weapons, references, cameos, you name it. Once again, you run into the problem of scale, since games like Selaco takes a team of professionals years to develop.

I'm by no means a Doom expert, so if you think you could do better, you're probibly right.

The final thing I want to add here is that this doesn't have to be the one and only KF game project. You could run a project. A few months ago I asked if there should be a KF game jam, and while people liked the idea, everyone seemed to disagree on specifics. As you might have guessed, I prefer smaller projects with a lower barrier to entry, but there's a lot of room to do whatever you like.
 

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The tutorial guy sounded relatively normal, and then I noticed his youtube avatar. And then I found his twitter. Just a heads up, it's basically what you'd expect from an anthro rabbit.

I'll give it a shot. Only ever made maps for testing purposes in other games, but I already have an idea for a (bad) layout, and since there's nothing to do on the weekends I might as well put the effort into learning something new.
 
Could join in if I don't wind up forgetting all about it by next month, the thread title gave me an idea for a quick fedsmoker themed map and I have been wanting to fuck around with old texturing tricks I messed with years ago to fake bump mapping
 
The tutorial guy sounded relatively normal, and then I noticed his youtube avatar. And then I found his twitter. Just a heads up, it's basically what you'd expect from an anthro rabbit.
Yes. That said, his tutorials were handy for me, and he used to have a starter set which contained GZDoom, FreeDoom 2, and Ultimate Doom Builder all pretty much ready to go. That download is gone now, but he does have all the links to the latest versions of each, which is good.

He also made an automated map upload system called Rampart, but I don't have a website to host it on, and troubling Null to do it would be bad given all the other technical problems he's fighting against.

Though there's lots of other options for Doom tutorials. It's a big community. So if you hate him (which is understandable) you can find others.


I already have an idea for a (bad) layout,
Looking forward to seeing it. My ideas aren't great either. I'm tempted to go with a brutalism theme, but I'll have to check the stock textures to see if that's workable.


fedsmoker themed map
How would that work?

Now you mentioned a lolcow themed map, Mobility Mary could work as recreating her rout to wholefoods.
 
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How would that work?

Now you mentioned a lolcow themed map, Mobility Mary could work as recreating her rout to wholefoods.
Current thought is a "fedsmoker's last stand" set in a desert area where you play as him entering a bar where zombie feds are meeting to traffic babies and have to gun them all down before going back to the side of your car and hitting a kill sector to end the level
 
I get not allowing custom scripts as that's easy to shit all over everything but how hard is it to add textures and music again? I remember it being relatively painless in SLADE.
Then again, if it's all referenced by ID instead of name then it's fucked.
 
I like the sound of this! I like doom despite its utterly autistic community.

I never fucked about with slade, but I'd love a commander keen edit which is the hanging soyjack. I've only ever done a map as part of a project I WILL NOT name here for obvious reasons. So Idk how difficult this would be to pull off, as I've done basically no file edits

Or actually, and I've thought about this before... Using a bit-crushed, pixelated version of an SRS surgery results as a wall texture inspiration.
Maybe thats too damn gross, but I think the pixel factor would reduce the probability of vomit in peoples keyboards.
 
I get not allowing custom scripts as that's easy to shit all over everything but how hard is it to add textures and music again? I remember it being relatively painless in SLADE.
Then again, if it's all referenced by ID instead of name then it's fucked.
I don't know about music as I've never touched that. The problem with textures are people stepping on each others toes, and file sizes.

To give a hypothetical example. Let's say MapX as a tech base, and MapY replaces a bunch of tech base textures. Individually both maps are fine, but when put in the same wad, now MapX is a garbled mess as the floor looks like lava and the doors look like brick walls. You'd think a simple "don't replace stock textures" rule would be enough, but people can't help themselves. This can also be more minor things like changing the colour palette.

Other times it's accidental. I add a texture called SWTCH54, and you add a texture called SWTCH54, and they clash. Simple mistake, but it's a headache I'd like to avoid entirely.


The other problem is file size. Doom maps are usually about 1mb or less. I've seen a project where people were submitting maps that were 150mb in size because they put half the texture packs from realm667 in there for no real reason.


These reasons are why I said in the OP that, if people really want it. I can include a shared texture pack. OTEX is a big pack full of high quality textures. I've used it before and it's great, even if it has it's own unique look.

Another option is that if someone want to make a shared texture pack we can use for this project, we can do that provided it's done early enough. Kind of like how this project has.
That mod was set on the moon, so they included a pack of moon textures, cheese textures, and a decorative lunar lander. I could see that working with a decorative kiwi, hamster, the kiwi farms logo texture, and maybe some other things.

I never fucked about with slade, but I'd love a commander keen edit which is the hanging soyjack. I've only ever done a map as part of a project I WILL NOT name here for obvious reasons. So Idk how difficult this would be to pull off, as I've done basically no file edits
This is focused on maps, but that said, a simple keen edit like that should be doable since keen is just a few sprites.
 
Okay why do I learn of this just now?
I might to participate. Under old alias of mine, that is, just in spite to troonworld and zgroom.

Also, mr. Dredd, we have to talk about this. You'll need some fancy shit graphics anyway and I may provide because I have some funny ideas in mind. No it doesn't include consent accidents. yet.
 
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Having someone do up a KF-themed sprite/texture pack is something I support wholly. Then mappers can sprinkle it into their levels as needed. Should come in various flavours though, like techbase and hell-rock/marble/wood though.
Agreed, it would be excellent advertising for the Farms as well as a marvelous little "fuck you" to the people who want us all in prison or dead.
 
since this shit will be worked on for gzdoom I might to give a shot and attempt to atart a layout for uh... the hub map of sorts. Like in Dump3.
 
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