Kiwi Farms Community Doom Mapping Project

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Here's some more shit @Judge Dredd.

I put a hat on the rocket because I thought it was funny. But it might actually look like shit in game so you can do what you want with it.

I replaced the text on the poison patch to HRT. I don't know if you prefer to change the patch or the whole texture though.

The dog is an AI image by @FamicomGorby that I made some changes to and turned into a wall painting. This is not a replacement texture though so I don't know what you think about using it.
 

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I've experimented with the demon marble walls to see if I can make a face look good on it. Since the graphics look a bit cartoony in Doom, you kinda need to make any picture you want to show cartoony too, else it looks very odd. But when you change a face, can you even tell who it is anymore? I want some opinions on this please. Does it even look good?



If a larger version of that dog exists maybe we can break it up into 9 textures to replace the Icon Of Sin.
Nah, isn't it better to have someone who actually destroys the net as the Icon?
 

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Nah, isn't it better to have someone who actually destroys the net as the Icon?
That would be smarter indeed, but it would have to be stylized. Not that anyone seems to be using these textures yet (I know I'm not).
Now that you mention it, tho, the things it spews out are cube-shaped, just like Liz No Dong's face.
 
A KF-themed megawad? That'll definitely ruffle some feathers lmfao.

For real though, I've never touched any sort of level editor in my life so this is all new to me. I have most of the basics ironed out, just a few things that truly accentuate my buttfucking retardation (switches, lowering platforms, hidden wall pannels, etc).

Started by sketching the map out in MSPaint, the gentleman's choice:

uncle jersh doom map.png

Went with the basic Boom map format, aiming for a fairly vanilla Doom 2 feel (compared to more comprehensive wads). Been on-and off roughing out the basic layout the past few days, currently have around 2/3 done:

1.png

It's a bit of a mess, probably a ton of optimizations and tidying up. Haven't gotten around to enemies, items, "Things", basic lighting...definitely still a WIP. Some areas are turning out nice, though:

2.png
3.png
4.png
 
That would be smarter indeed, but it would have to be stylized. Not that anyone seems to be using these textures yet (I know I'm not).
Now that you mention it, tho, the things it spews out are cube-shaped, just like Liz No Dong's face.
Yes, but such a thing would probably fit better with a more specific theme. I try to make just the generic shit for now.

And I don't think anyone uses them now since most started before I posted anything, but Dredd seem to have a plan for them so we'll see.

For real though, I've never touched any sort of level editor in my life so this is all new to me.
Are you sure? If so, it looks like it's something for you. 👍
 
A KF-themed megawad? That'll definitely ruffle some feathers lmfao.

For real though, I've never touched any sort of level editor in my life so this is all new to me. I have most of the basics ironed out, just a few things that truly accentuate my buttfucking retardation (switches, lowering platforms, hidden wall pannels, etc).

Started by sketching the map out in MSPaint, the gentleman's choice:

View attachment 5656238

Went with the basic Boom map format, aiming for a fairly vanilla Doom 2 feel (compared to more comprehensive wads). Been on-and off roughing out the basic layout the past few days, currently have around 2/3 done:

View attachment 5656239

It's a bit of a mess, probably a ton of optimizations and tidying up. Haven't gotten around to enemies, items, "Things", basic lighting...definitely still a WIP. Some areas are turning out nice, though:

View attachment 5656240
View attachment 5656241
View attachment 5656242

It's really a thing of beauty to see how quickly people can pick up and become accommodated with Doom mapping tools. It's amazing to see how complex and intricate you can make a map in what should theoretically be a relatively restrictive design environment. I know limit-removing ports and their engine tweaks do a lot of heavy lifting in the modern mapping community, but it's still fundamentally Doom at it's core.

Are you sure? If so, it looks like it's something for you. 👍

I second this. Not even blowing smoke up your ass, this is an impressive map by first project measures. The fact you drafted it out is honestly even more impressive. You've got a lot of potential at this.

Honestly this whole thread is impressive. When I first saw the thread pop up, I figured it would get one or two replies and fizzle out. I'm glad to see I was wrong. The collaborative and artistic efforts on display here are great.

Hopefully we'll get a repeat after this project is done. I dragged my feet too long to get in on this one. I haven't made a Doom map in close to 2 decades, but seeing how this has come along makes me want to get back into it.
 
To all of you making these custom textures, you have my sincere thanks. This will definitely spice up my map. (I have a block of time slated for this this weekend.)
 
Thanks for the words of encouragement, guys. Been a helluva lot of fun so far. Decided to go back and play some classic MegaWADs for inspiration, noticed a certain theme/trend I skimped out on in my initial draft...may have gone a little overboard in compensation.

5.png

Also, I love the "enhanced" textures @Dull Pencil. The MATI tophats on the rockets absolutely sent me :story:
 
I'm almost done sans fine-tuning the supply amount vs enemy amount so the encounters can actually be beaten without sweating too much. I'm literally trying to make an exit and it just doesn't work. All the tutorials I've found refer to outdated versions with action numbers corresponding to something that doesn't exist in the one I'm using. I'm almost sure that in my version it's 243 (End Normal), but assigning it to a linedef doesn't do anything.
 
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I'm almost done sans fine-tuning the supply amount vs enemy amount so the encounters can actually be beaten without sweating too much. I'm literally trying to make an exit and it just doesn't work. All the tutorials I've found refer to outdated versions with action numbers corresponding to something that doesn't exist in the one I'm using. I'm almost sure that in my version it's 243 (End Normal), but assigning it to a linedef doesn't do anything.

Just use a simple W1 Exit Level function then? (52)
 
I'm almost done sans fine-tuning the supply amount vs enemy amount so the encounters can actually be beaten without sweating too much. I'm literally trying to make an exit and it just doesn't work. All the tutorials I've found refer to outdated versions with action numbers corresponding to something that doesn't exist in the one I'm using. I'm almost sure that in my version it's 243 (End Normal), but assigning it to a linedef doesn't do anything.
In UDMF, you have to do multiple things for the linedef to work. It's very dynamic & flexible system.

Use 243 (End Normal) on the linedef & then check "When player walks over" or "When player presses use" at the bottom.
 
Been playing around with item and monster placement. Kinda screwed myself over by making the starting area massive and open so the monsters tend to activate all at once. Could try and place more obstacles to break up line of sight but bleh. That being said, I'm extremely happy with the flow of things so far. Still around ~25% or so of the map missing but I got a little sidetracked...

lol.png

6.png
Note: I didn't deliberately map out a penis, it was just a happy little accident ;)
 
In UDMF, you have to do multiple things for the linedef to work. It's very dynamic & flexible system.

Use 243 (End Normal) on the linedef & then check "When player walks over" or "When player presses use" at the bottom.
Yeah, I did all that and it still wasn't working. Deleted the exit, started making a new one, and it dawned on me. Undid the deletion and naturally noticed that the fucking linedef was facing the wrong direction, I swear it's the Doombuilder equivalent of forgetting a semicolon in code. Did a flip and it works normally now.
Just use a simple W1 Exit Level function then? (52)
Thanks, but 52 is "scroll wall" in my version.
 
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It's done. I hope. Would appreciate if a few people did a test run to see if it can be played blindly and completed by a complete retard newcomer and without humping the walls for secrets. All doors and teleports should be working properly.
I wanted the level to have custom music but finding a even finding retardproof tutorial proved too difficult, so if there's a capable kiwi out there willing to do the job for me, it'd be greatly appreciated. The midi is included in the archive, below 64kb which is apparently the limit of what's allowed.
 

Attachments

@Hooked on phobics Progress.

View attachment 5630642

Very much a WIP. Keen's sprite is very simplistic so I'm aiming to keep that with hanging trans wojak here. Also gave him a feminine boner for extra trigger points. Criticism more than welcome. Will save and upload as transparent file when satisfied.

If anybody wants custom sprites please tag me. I'll write your names down and work through requests.
Hey chief, how's that coming along?
 
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