Kiwi Farms Community Doom Mapping Project

Title: Enter the Balldo
Format: UDMF, Dynamic lights should be on!
That's by far the most detailed entry. Incredible work, I don't know how you've been able to pack so much detail in a map in so little time.
The combat is easy enough, maybe not for a first time player but arenas are generously stocked with ammo, life and armor. It's extremely easy to cheese the spider mastermind to make it totally harmless, but with everything you have to deal with it doesn't break the map at all.
Really an amazing submission. When I saw the balldo appear I was emotional.

I know this may derail the thread a bit, but how were you to pack so much detail in a map so quickly, any secrets to your mapping style you'd care to share? Besides some copy paste (which doesn't really show when playing) I'd really like to know how you did something that would take me a good year of on and off work in a few weeks.
 
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Probably one of the best wads so far, the red path is misleading, however. I would have deleted it, or added some easter egg or anything.
Thanks. Yes it's supposed to be misleading. When everything is done the UAC texture will be replaced with the farm. So your choice will be to either go to the farm or hell, but it's of course not a choice. Thought that was funny.

That's by far the most detailed entry. Incredible work, I don't know how you've been able to pack so much detail in a map in so little time.
The combat is easy enough, maybe not for a first time player but arenas are generously stocked with ammo, life and armor.
Thanks dude. Yea I tried to make it not too hard, but not trivial either. So that's good to hear.
It's extremely easy to cheese the spider mastermind to make it totally harmless, but with everything you have to deal with it doesn't break the map at all.
That's the point. It is sort of a joke monster in most situations and I thought of putting Tomlinsons face on it but there was no time. Having his pointing face there while making the fight a complete joke sounded funny to me, and very suitable. But yeah, no time.
Really an amazing submission. When I saw the balldo appear I was emotional.
😁
I know this may derail the thread a bit, but how were you to pack so much detail in a map so quickly, any secrets to your mapping style you'd care to share? Besides some copy paste (which doesn't really show when playing) I'd really like to know how you did something that would take me a good year of on and off work in a few weeks.
Hmm, I don't know. Terminal autism helps I guess. This place is also full of inspiration so the idea part was quick. I have used Doom Builder a long time ago so I was familiar with it enough to make all of my ideas.

What was new though was the slope/arch tools and how they can be used on 3d floors which was always a huge pain. Those tools are hidden away behind hot keys so it was lucky I found out how to use those. They saved hours with the caves.
There's also the new 3d floor tool that speeds up making 3d floors. Not by much but it adds up. The copy 3d floor with slopes feature, really helped making the balldo though.
You can also align the grid to lines. It's an other feature that's behind hot keys and it speeds up aligning complex angled geometry.
 
The site isn't letting me upload it for some reason, but the Titlemap is done. I'll see if it will let me when I get home from work tomorrow.
 
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Let me know if there are any issues.

IWAD - Doom 2
Format - UDMF
Source Port - GZDoom
It looks cool, but it needs a custom MIDI jingle. Doomer Boards sometimes use the Descent 1 briefing theme. Something silly sounding could work too. We might as well just use Transport Tycoon Deluxe Theme, because it's so upbeat. Just tested it with the file, fits pretty well, especially with the timing of the door opening.
 

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247968898.77500007_stinkditch.PNG
hope i'm not too late, here's my map that i worked on since the beginning of the thread. It may be a little tough for casuals.

IWAD - Doom 2
Format - Boom
Source Port - DSDA and GZDoom
Name: Stinkditch Fortress
Music: Cyndi Lauper Girls Just Wanna Have Fun
 

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Having problems with the texture pack.
Everything works. Sprites (including rockets with the top hats), signs, flats, and HUD. It all works. Except for the textures themselves.

Ones that are 1-1 replacements work fine. The problem is certain textures appear to amalgamations of other textures. For example, in doom builder, there is a texture called "BIGDOOR1", but in Doom 2s files, there is no such texture that I could find. Maybe I'm retarded and looking in the wrong place. SLADE doesn't seem to have a search function. This leaves me doing tedious texture hunts where I search files for what textures make up the bigger whole, and trying to edit Dull Pencils work to fit.

I figured I'd ask the sage Kiwis before doing that as I might be missing something obvious.
 
"BIGDOOR1", but in Doom 2s files, there is no such texture that I could find. Maybe I'm retarded and looking in the wrong place.
{9C2DFCD8-92CD-4B74-8B3E-1043183FDCB8}.png

Then in the pk3 file create these folders and dump all the textures in them. They must have the same name as the original.

{0DA0575F-8995-4102-809E-F6C3F3225BD8}.png


Also might wanna check this. https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement

Forgot one thing, you need a patches folder for the HRT sign too.
 
{9C2DFCD8-92CD-4B74-8B3E-1043183FDCB8}.png

Then in the pk3 file create these folders and dump all the textures in them. They must have the same name as the original.
If you look to the right of that screen (part that's cropped) you'll see a list of "patches" that is the smaller textures that the texture is made from.

I tried the pk3 method you linked to, and it works fine. So I'll do that as it appears to be easier.
 
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If you look to the right of that screen (part that's cropped) you'll see a list of "patches" that is the smaller textures that the texture is made from.
Yea, you don't have to worry about that in ZDoom. If you insert a texture that is only one image(like my replacements), it will use that instead of the original, even if the original is combined from patches.
 
OP updated.

Submissions are now closed. I'd update the title, but doesn't appear to be possible on this board?

!MPORTANT
Check the submissions list in the OP and make sure the latest version of your map is linked there. I'm sure I'm missing at least one.

If your map is not linked. Be sure to @ me in this thread, send a DM, anything to get my attention. If you're not in the OP, I've missed your map by accident. Make sure you're added to the list. Same goes for other content like music, titlemap, etc.



I added @Dull Pencil's texture pack to the OP. I missed the hell textures, so will have to go back and add those in a v2.

Thanks to everyone that submitted. More submissions than I expected.
 
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.
160 is indeed "Sector Set 3D floor" in hexen/zdoom namespace. In 2015 I used to use builder config like Gzdoom: Doom in Doom Format and yeah, the 3d floors for me started with 281 just like what you showed here. And I was like: "oh, okay, I'm gonna check these out". Like I knew that Pirate Doom used Hexen format for these, and I had been using Doom format, so I expected that there could be difference. And about tutorials and phrases like "Use hexen/udmf for this thing" I was like ok, but I know the other way, heh
 
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