Kiwi Farms Community Doom Mapping Project

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I am almost done but I have a few questions.
1) For now it's just a MAP01.wad, but I noticed in the folder with it is also a MAP01.dbs. Should I include it in the .zip too when I'm finished?
2) I'm constantly getting a "Unable to build nodes" error in UDB. I just chalked it up to me being a linuxnigger (linux is not officially supported, UDB crashes often and tooltips are fucked). Do I need to do something about this error or does it not matter? Map works.
 
After sitting on my ass for an hour or so thinking of things that I could add, I'm done with my level.
(It has one custom asset, that being the music. If needed I can upload a version without the music.)
It's my first actual level, if there's any issues with it please let me know.
View attachment 5639771

Map Title: Server Suicide
Author: Point Man
Format: UDMF
Made for the GZDoom source port.

The level is made to be played without mouse look, jumping, or crouching.

If you have any issues with the map, please read the INFO spoiler below.
Server Suicide has heavy use of linedef portals and 3D platforms, thus it is made specifically for GZDoom and has not been tested on any other source ports.

The map is made to be played without mouse look, jumping, or crouching, so the options have been disabled in the MAPINFO lump. If you desperately want to play with them enabled, you can crack the WAD open in SLADE and remove the lines in MAPINFO that pertain to the options, or you can just force enable them in the options of GZDoom.

If the sky is giving you a hall of mirrors effect then make sure that you are using the Hardware accelerated rendering option.
You can enable this by going to your options and clicking "Display Options" and clicking on the option "Render Mode."
If you have the Advanced Options Menu enabled, you just have to click on "Set Video Mode" then click on the "Render Mode" option.
During the yellow skull key fight, the platform didn't lower all the way. I believe it's because a Cyberdemon and Mastermind died at the same time.

1) For now it's just a MAP01.wad, but I noticed in the folder with it is also a MAP01.dbs. Should I include it in the .zip too when I'm finished?
You don't need to. That file is used by UDB to save your settings for that map, things like what resources you have loaded and what format the map is in.
 
2) I'm constantly getting a "Unable to build nodes" error in UDB. I just chalked it up to me being a linuxnigger (linux is not officially supported, UDB crashes often and tooltips are fucked). Do I need to do something about this error or does it not matter? Map works.
If it works it should be fine. You can also upload the UDB file and I can try and compile it?
 
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Here are textures that changes all the UAC logos to KF logos. In total it's 21 files including some variations of the same textures.
SHAWN1 has a DOOM1 and DOOM2 variant too.

I attached a sample preview.
 

Attachments

  • {998F2FCB-8B69-4667-9B99-FF0D62FE012D}.png
    {998F2FCB-8B69-4667-9B99-FF0D62FE012D}.png
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  • uac_kf.zip
    uac_kf.zip
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I've been thinking but it's probably not possible to make bits jut out of a wall, is it? Think like a relief. This would make decorating much less painful.
 
I've been thinking but it's probably not possible to make bits jut out of a wall, is it? Think like a relief. This would make decorating much less painful.
You can so long it's continuous with the floor. (Make tiny sectors, higher than the floor).
If want to make it detached from the floor and you're using UDB you can just make a section you want to stick out and use a 3d platform.

plat.png
 
I've been thinking but it's probably not possible to make bits jut out of a wall, is it? Think like a relief. This would make decorating much less painful.
Jutting out of walls, not without 3D floors as @Hax1337 said.

Jutting into walls, that's very doable and adds a lot. A computer screen recessed into walls or a TV screen sticking out of the ceiling works great for breaking up large empty walls.
 
I feel like I fucked up somewhere, big time. All 3d floor tutorials want me to assign a "Sector Set 3D floor" 160 tag to a linedef in the dummy sector, problem is 160 says something completely different for me.
1705691690311.png

Actually, "Sector Set 3D floor" doesn't even exist.
1705691721803.png

What do? Scrapping the map and starting over would feel like shit, I'd rather just settle for less bells & whistles.
 
I feel like I fucked up somewhere, big time. All 3d floor tutorials want me to assign a "Sector Set 3D floor" 160 tag to a linedef in the dummy sector, problem is 160 says something completely different for me.
Looks like you're using the Boom format, the 3D floor action is only available in UDMF.
 
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So I did, oh well. Switching over to the correct format only cost me the doors, but now among other things I can include the Plutonia "difficulty", aka stationary chaingunners shooting at you from over the horizon.
 
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@Dull Pencil I'm working on importing your textures into Doom. Should be done either tonight or tomorrow.

I'm tempted to ask for a title screen, but don't want you putting effort in until I get everything working.

I might be uploading wads to test things like the resource pack. These won't be content, as the name implies, these will be to test things.
 
@Dull Pencil I'm working on importing your textures into Doom. Should be done either tonight or tomorrow.

I'm tempted to ask for a title screen, but don't want you putting effort in until I get everything working.

I might be uploading wads to test things like the resource pack. These won't be content, as the name implies, these will be to test things.
Cool, but don't do too much. I got some more shit coming.

I can put together a title screen, as long as it's not too much though.
 
Map Name: Festering Axe Wound
Map Format: Vanilla
Music: Super NES Double Dragon - Mission 1 Casino

It's a simple, small map. Difficulty and Coop settings included. I expect the hanging troon sprite to be integrated, so that the Commander Keen at the end makes more sense.
 

Attachments

Map Title: Den of the Rat
Author: Midnight Cooking
Format: UDMF
Tested with GZDoom

This is my first time playing around with UDMF, I've only worked with Boom and vanilla previously. Don't play it with software rendering because I used a lot of 3D floors.
No difficulties yet. It has a MAPINFO lump already because I wanted a boss death trigger.
View attachment 5643651
Got an update for this map. I simplified the Archvile encounter, changed up some of the other encounters, disabled freelook and jumping, and added a MIDI. The MIDI is Breaking the Habit, by Linkin Park.
 

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