Kiwi Farms Community Doom Mapping Project

Good night Kiwifrens, I have been asked to post this on behalf of one of our kiwi brethren who has asked to remain anonymous:

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Map name: Kiwifarms 2041
Author: Anonymous
Map format: GZDoom/UDMF

The year is 2041. Kiwifarms has become a militia to protect the site, the leader, Null, and his wife, Chantal. Kiwifarms eventually crowdfunded to buy Chris Chan's old home after Barbara died at the age of 125 to use as a compound for their activities, but something has always been up with that house since Bardara died. All the Kiwis don't dare venture inside it, including Null. Dong Gone is somehow still alive and has rallied up his posse of retarded trannies to DDOS the server every day after Keffals killed himself recently on a heroin binge, but trannies are already blaming Kiwifarms for that anyway. You return from your cherished break from maintaining the Kiwifarms servers from disgusting trannies and low effort cow touchers until you realize that the Kiwifarms militia are all dead! Null and Chantal have been kidnapped, and you are the only one who is able to save them!. You must make your last stand against the tranny menace and locate Null and Chantal's panic room and save Kiwifarms!

My apologies if the map seems rushed. I don't have that much free time IRL.
 

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Hey Judge, you better not forget to integrate the hanging troon Keen replacement from page 9, or else it's curtains. CURTAINS!
 
Ok, which one will be replaced for the sneed dog? I didn't make that one as a replacement.
If it's not a replacement I didn't include it. But if it's that important, you can add it or I can throw something together today.

I was hoping to get my map done before the soft deadline, but might not happen.

Hey Judge, you better not forget to integrate the hanging troon Keen replacement from page 9, or else it's curtains. CURTAINS!
Have all the frames been completed?
 
Map name: Kiwifarms 2041
Author: Anonymous
Map format: GZDoom/UDMF
Good on your anonymous friend for submitting something of such quality. It's enjoyable and super thematic. Last cyberdemon is super easy to cheese because he cannot fire past its own platform when the player standing on the one just next to/under it; with the angle he shoots at, all the rockets explode on the ledge. It's a fairly easy level with generous amounts of ammo, no doom foreknowledge required to enjoy it I'd say.
 
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Reactions: Roxanne Wolf
Would you guys be interested in a TITLEMAP?

A titlemap is a map that runs in the background of the title screen, kind of like how the menu backgrounds in Half Life 2 look


I can make one of those pretty quickly. (I don't know if they work outside of ZDoom/GZDoom based source ports, though)
That would be great. Hope Judge agree though. 🤔

If it's not a replacement I didn't include it. But if it's that important, you can add it or I can throw something together today.
I'll add it.
 
Name: Eevee is a degenerate fruit
Author: Toilet Grenade
Format: Boom
A good start for a first time mapper, the structure is good! You got the basics down, but I can give you some pointers should you have the time to revisit it a bit before the deadline hits:
- use proper door textures for doors, the wolvenstein wall texture is neato but won't be read as a door by most players
- mark your doors, using one of the yellow blocky textures on small lines on both sides of your keycard-locked door you can indicate to the player they need a key to open it
- be mindful of scale, doors usually have a specific width (usually 64 or 124 px wide for a depth of around 16px) to be cohesive with the style of the game; that's less of an issue when you use the proper textures on them tho
 
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I might not have a map for the project before the soft deadline. I might make something very quick and basic tomorrow, or try to finish what I have.

Part of the problem was not working on the map as much as I should have. My original plan was to the illusion of a tower you move from floor to floor in by using a staircase with portals, but I messed it up. I guess it's my fault for trying to be clever.
 
Fuck, I can't make it either. 2 days more is all I need. Is that ok?

I blame getting a late start and having to make textures and not that I made it more complex than needed.
 
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I might not have a map for the project before the soft deadline. I might make something very quick and basic tomorrow, or try to finish what I have.

Part of the problem was not working on the map as much as I should have. My original plan was to the illusion of a tower you move from floor to floor in by using a staircase with portals, but I messed it up. I guess it's my fault for trying to be clever.
You need to leave a space for the Line Set Portal, if that is your problem.
 
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Fuck, I can't make it either. 2 days more is all I need. Is that ok?

I blame getting a late start and having to make textures and not that I made it more complex than needed.
Null said that he is going to play the wad, I assume it is on the next friday.
 
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A good start for a first time mapper, the structure is good! You got the basics down, but I can give you some pointers should you have the time to revisit it a bit before the deadline hits:
- use proper door textures for doors, the wolvenstein wall texture is neato but won't be read as a door by most players
- mark your doors, using one of the yellow blocky textures on small lines on both sides of your keycard-locked door you can indicate to the player they need a key to open it
- be mindful of scale, doors usually have a specific width (usually 64 or 124 px wide for a depth of around 16px) to be cohesive with the style of the game; that's less of an issue when you use the proper textures on them tho

Thank you for the feedback, but sadly I wasn't able to do anything before the deadline due to real life getting in the way. Maybe next time, though.
 
@Judge Dredd do you need any help putting together everything that was posted already? I could bundle together, make readme files for the maps that don't have one yet, maybe investigate the merging (if it is at all possible) while you and dull finish up your maps ?
 
We have hit the soft deadline.

We are now in the grace period. I will update the OP soon-ish. People can submit maps over the week or so, and those who have vital updates can do so. But starting now I'll start correlating people's submissions.

Once the OP and thread title are updated, be sure to @ me if I miss anything or get any details wrong.

I didn't get to mapping today, so I'll leave it up to you guys if I should include a map or not.

Fuck, I can't make it either. 2 days more is all I need. Is that ok?
Go for it.

@Judge Dredd do you need any help putting together everything that was posted already? I could bundle together, make readme files for the maps that don't have one yet, maybe investigate the merging (if it is at all possible) while you and dull finish up your maps ?
Sure? I was going to handle merging. You're welcome to it if you want, but you don't have to. Don't worry about my map because nothing of value was lost.

You need to leave a space for the Line Set Portal, if that is your problem.
My problem was height and orientation as I didn't know that had to be same height and face opposite ways when building. So the portal would look glitchy and lead out of bounds. It's fixable, or I could use standard portals, but I don't know if the map is worth saving. @Point Man already did a map of a similar theme that is much grander in scope, so it's not a big loss. I could also throw together a simple "3-5 rooms and some hallways" map in just a couple of hours.

Null said that he is going to play the wad, I assume it is on the next friday.
wad won't be ready by friday. I've, got to put the maps together, write mapinfos, and possibly make a title screen. While some community projects can spend months on this process, I don't think I'll spend anywhere near that long. In theory it should be done in under an hour, but I don't know what I'm doing so will have to do some reading. I expect a few days, perhaps sometime before March.
 
Title: Enter the Balldo
Format: UDMF, Dynamic lights should be on!

A simple story about a man looking for his Balldo.
(There's no red key)

Contains MAPINFO, with a custom SNDSEQ for poly objects. It has a unique name to avoid conflicts. It also sets no crouch/jump rules and makes a pistol start. Free look is ok.

There's also a custom music for this and 2 textures. It's the sneed dog, and the planet panels. I didn't realize it did not exist in Doom2 so I added it.

I know there's not supposed to be any scripts but I had to add 2. It was the only way to print text on the screen, and what's more important than mems? Nothing. I gave them a high random number so it's unlikely they will conflict.

Combat was not the focus of this wad. But just because it isn't doesn't mean I want it to be shit. I did not have time to do more than some basic testing though. @Laughing Muttley, you've played the other wads, would you please test this one too? Just to make sure it's good enough. I'm not that high level with my Doom skills...
 

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