- Joined
- Aug 23, 2018
Featured on Mar 21, 2024 by 0 0: Rip and tear while showing your community support with the Kiwi Farms Doom WAD compilation!
The mod is now officially released!
Thanks once again to everyone who contributed, and those that provided technical help.
Have fun.




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




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.
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.
@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
(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.
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.
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.
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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