Kiwi Farms Community Doom Mapping Project

I think we can do custom assets since those assets are inside the wad, I don't know how that would work with a hub or a megawad, however.
I heard that a hubs could have separate wads with their own content without jumble it together creating potential errors, can someone confirm this?
I forget how it works, I know you need to include all textures obviously, but I can't tell if the textures need to be compiled into 1 massive sheet for the whole wad, or if its possible to have them isolated per map. But I suspect its the former.

That said this seems to indicate mixing formats doesn't matter. So thats good.
 
Ah, soft power. Cultural warfare. I support this.
 
Yes and no. I won't be banning based on quality, but if it's obviously a low effort troll map I won't include it. The idea is to have something that's actually playable, so each map should be completable.
Understandable, there is a part of me that finds terrywads charming but it would be counterproductive to put one in a community map pack.
 
Managed to add a Fatrick Imp without changing the default Imp, looks like shit but it's just a proof of concept.
Total WAD size with the custom sprites and sound effects is 105kb, I think if we keep a size limit of under 1MB custom assets will be fine.

Also, will the final map pack be a single WAD or each map a separate file?
If it's the latter you could just put all your custom stuff onto the map WAD like I did and there shouldn't be any problems with shit breaking.
 
If anybody wants custom sprites I can provide. Doom's art style is relatively easy to emulate. I'd make a wad myself but actually playing Doom and Doom 2 messes with my motion sickness. (:_(
Id love something akin to the hanging trans wojak as a commander keen edit. I've never fucked about with slade enough but I imagine re-texture is easy enough.
If you could make this into a full on actual wad, I have a suspicion nobody here would object to this being a universal item (unless they had another keen swap suggestion)

Also, will the final map pack be a single WAD or each map a separate file?
If it's the latter you could just put all your custom stuff onto the map WAD like I did and there shouldn't be any problems with shit breaking.
Looking at the dump3 files, it seems each map has its own isolated wads, with textures, sprites, and others in their own SEPERATE folders. It would take a little menial work to do, but this seems possible to do so.

Not quite sure if duplicate texture names in SEPARATE map folders would cause conflict though, but idk how likely that risk is anyway.
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For an alternative resource to mapping tutorials, Chubzdoomer Is a big recommendation. He explains things really well, has been explaining shit for 10+ years, and doesn't even seem a degenerate or tranny. Some of his videos are antiquated since hes been doing it so long, but theres still amazing resources.

 
I've made a simple level for this.

Name: Eevee is a degenerate fruit
Author: Toilet Grenade
Map Format: Boom

Download
 
I forget how it works, I know you need to include all textures obviously, but I can't tell if the textures need to be compiled into 1 massive sheet for the whole wad, or if its possible to have them isolated per map. But I suspect its the former.

That said this seems to indicate mixing formats doesn't matter. So thats good.
Good to know. I confess a lot of my Doom knowledge dates to pre 2010s at this point, and thus, I'm only familiar with Boom+ and Hexen formats.

In that vein, my submission is likely to be similar, but first I need to see how easy it is to import some of Terry Davis' holy works into Doom...
 
even if i had any desire to return to doom for this i highly doubt my contribution would be terry
You're still pretty much welcome to participate regardless.
Would look forward to see your entry. I'm Sincere about it.
 
Figured I should put this here as a recommended watch, if you're new to making maps for Doom, or haven't done so in a while. Level design rules from the man himself.
Think of these guidelines as the "12 principles of animation" of Doom mapping. As in, you don't have to adhere to them (Hell, John Romero himself doesn't, in a couple of his maps), but it doesn't hurt to know and keep them in mind, and in most cases it may be wisest to just follow this advice. Understand the rules before you break them, and all.
1. Always change floor height when changing floor textures.
2. Use border textures between different wall segments and doorways.
3. Be strict about texture alignment.
4. Use contrast between light and dark areas and cramped and open areas.
5. Make sure that if the player can see outside, he can somehow get there.
6. Be strict about having several secret areas on each level.
7. Make levels flow so that the player revisits areas to better understand the 3D space.
8. Create several easily-recognizable landmarks for easier navigation.
 
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To add to that. For those who never ever mapped before, I suggest strictly limiting yourself to the Boom+ set before diving into the script hell that is UDMF. UDMF definitely looks very powerful, but it'd be far easier to learn mapping first, then only scripting rather than trying to do both and fail at it.
 
I've made a simple level for this.
Its definitely a map, but you could do better. Maps pretty simple, ammo is just barely enough. You could certainly do much better, I know it.
Can we NOT promote the pedo supporter here? Thanks.
I understand Romero is OG but his involvement with troons and mermaidsUK kills all his good deeds to me.
While I agree that his respect has eroded into being little more than a hasbeen, the mapping principles aren't bad tips.

Practical info : how to make a mapinfo lump, for particularly importing music assets inside your wad.
Site to find "mod" music, which is low file size but can sound ok.
https://modarchive.org/
Music > random can be used to find stuff
 
Still plenty to be done but I'd figure I'll submit an early version in case I don't feel like working on it again.

In case someone gets lost the ending area is at the start of the map after you use a switch in the basement.
You can just run through the last fight, it's pretty tough and I just added it as a challenge for 100% kills

Map Name: Fatrick Mansion
Map Format: UDMF

Edit: messed up some filenames, new download link should work
 
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Still plenty to be done but I'd figure I'll submit an early version in case I don't feel like working on it again.

In case someone gets lost the ending area is at the start of the map after you use a switch in the basement.
You can just run through the last fight, it's pretty tough and I just added it as a challenge for 100% kills

Map Name: Fatrick Mansion
Map Format: UDMF

Edit: messed up some filenames, new download link should work
Not bad. ending was definitely a little sour for my taste since if you pull back, you are effectively fucked, but seems alright besides that. For the sky walls, if you want an infinite outlook from that point, you can EITHER have an untextured upper wall, with a sky under that upper wall, then lower it to the floor (makes the wall APPEAR as sky box), or you can use https://zdoom.org/wiki/Line_Horizon as a line special to make the sidewalk / grass or whatever appear to go on infinitely. Besides that, doesn't seem too bad.
 
Started working on my own map where the mission is to turn the finnicky, shitty servers back on from the providers that have been taken over by demons. Working title right now is Server Suicide.
serversuicide.png
Don't think I'll go through the trouble of adding custom shit, but so far making the map has been fun.

This whole project also got me wondering, since this site is so infamous and the modern classic Doom community being filled with troons and undesirables, I wonder how people outside of the site are going to react to the map pack. It would be hilarious if people make this pack out to be some kind of super hate filled violence simulator against minorities or some shit and compares it to something like Eric Harris' doom maps.
 
Id love something akin to the hanging trans wojak as a commander keen edit.
That made me laugh too much. I could throw it together in Slade 3.

I feel a sense of pain knowing how to edit sprites in Slade, but being completely dogshit at art.
Can definitely make the art. The Commander Keen sprites are really simple so whipping something up will take no time.
 
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