Kiwi Farms Community Doom Mapping Project

I mean is there any reason not to do this again some time
I think several wants to do an other in a few months or so. Also, this was not announced over this site so many never knew about it. Like you. So it would be a shame not to do this again.

Don't know what @Judge Dredd thinks though or what his plans are(and how's the merging going? Null talked about this again last week).
 
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Started work on the merge. Good news is that adding episodes is easy. There's too many maps for each to have it's own episode, but I'm thinking of putting maps together by theme. Putting the Fatrick and Null themed maps into their own episodes is obvious. Not sure about the rest. Suggestions and episode names welcome. Feel free to request an episode or theme for yours.

The big problem I have at present is that some maps refuse to be recognized, coming up with a "Could not find mapx" error when merged, but work find alone. @Athlon s map is one such map. At first I thought it was a format problem, but @Dull Pencil s balldo map does the same. If anyone happens to know why this is happening, let me know as it'll save me troubleshooting.


I played through @Laughing Muttley s map during testing. Great stuff.
 
If anyone happens to know why this is happening, let me know as it'll save me troubleshooting.
The only thing I can think of right now is that if you use pk3, the wads placed in it can't have any lumps inside themselves. You must extract all lumps that are not part of the map itself. Like MAPINFO, ACS, textures, sounds, etc.
 
Started work on the merge. Good news is that adding episodes is easy. There's too many maps for each to have it's own episode, but I'm thinking of putting maps together by theme. Putting the Fatrick and Null themed maps into their own episodes is obvious. Not sure about the rest. Suggestions and episode names welcome. Feel free to request an episode or theme for yours.

The big problem I have at present is that some maps refuse to be recognized, coming up with a "Could not find mapx" error when merged, but work find alone. @Athlon s map is one such map. At first I thought it was a format problem, but @Dull Pencil s balldo map does the same. If anyone happens to know why this is happening, let me know as it'll save me troubleshooting.


I played through @Laughing Muttley s map during testing. Great stuff.
could you possibly rename the maps numerically to line them up in Doom 2?
 
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"Could not find mapx" error
If you've chosen the pk3 route, you should have a Maps folder. In this folder, the maps have to be put as wads, named MAP01, MAP02, ..., MAP09, MAP10, ... Don't use MAP1, MAP2, ... MAP9. Inside the wads the map marker should have its corresponding name. In map01 - map01, - in map06 - map06.
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and oh yeah, the error "can't find map" could appear cuz the first MAPXY.WAD's lump isn't a MAPWZ marker. In my case, and maybe other ones, in the map the first lump isn't MAPWZ. The map marker's name doesn't matter, the wad's one does. Also, the wad in the maps folder must have .WAD extension. As said above, in the .WAD shouldn't be other lumps than the MAP itself. For example, putting D_RUNNIN below the blockmap in the wad WILL result in it being IGNORED, I've just checked. And runtime memory for this midi is consumed, but I dunno if it's a disaster

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EDIT:
There's a table which shows where the resources should be put. Like midis in /music/ etc
https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement#Storing_maps_in_a_PK3
 
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Started work on the merge. Good news is that adding episodes is easy. There's too many maps for each to have it's own episode, but I'm thinking of putting maps together by theme. Putting the Fatrick and Null themed maps into their own episodes is obvious. Not sure about the rest. Suggestions and episode names welcome. Feel free to request an episode or theme for yours.

The big problem I have at present is that some maps refuse to be recognized, coming up with a "Could not find mapx" error when merged, but work find alone. @Athlon s map is one such map. At first I thought it was a format problem, but @Dull Pencil s balldo map does the same. If anyone happens to know why this is happening, let me know as it'll save me troubleshooting.


I played through @Laughing Muttley s map during testing. Great stuff.
Probably more effort than it's worth, but are we also making a custom loading screen?
 
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I mean is there any reason not to do this again some time
Personally I'd like to maybe do a source engine game mapping project, I have over one thousand hours in the hammer editor across various source games and mods so I would be able to contribute more and I think a proper 3D game would have more potential in terms of creativity and ideas.
Would anyone here like to do a KF themed L4D2 campaign?
I'd be down to make a thread and set it up if enough people are interested.
 
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do a source engine game mapping project,
Could be fun.

I've not made a source engine mod in years (not since Half-Life 2 Ep2) and last I checked Hammer was a crashy, barely functional mess. I assume that's changed given people make Alyx and Portal 2 mods no problem, but I'm way out of the loop on that stuff.

Half-Life 1 is something of a mixed bag. For that you basically want one of the third party fan tools. When I last worked on HL1, Jack was the go to tool of choice, but it would crash occasionally. It was controversial at the time because the free version would crash a lot, but the recently made paid version fixed that problem.
 
I've not made a source engine mod in years (not since Half-Life 2 Ep2) and last I checked Hammer was a crashy, barely functional mess. I assume that's changed given people make Alyx and Portal 2 mods no problem, but I'm way out of the loop on that stuff.
Source Hammer is definitely not the smoothest map editor but it has a great mix of old and new. Maps can be entirely made out of simple blocky geometry like a Doom map or they can utilize props and terrain morphing and with a little effort the visuals of a map can still hold up today.
I think it would be a good choice since both newbies and veterans could take part, much like with this project.

There is a 100% free community made version called Hammer++ which is more stable and it adds a multitude of very much needed features and QOL stuff.

As for what game we'd map for the choice would either be Half-Life 2 or Left 4 Dead 2. I think L4D2 would be the better game since the already existing gameplay elements would work well for a KF styled campaign.
In addition L4D2 has a very streamlined addon system that lets you easily add mods so we could make a modpack that goes with the campaign.
Half-Life 1 is something of a mixed bag
I think a GoldSrc mapping project would be best to stay clear of. From what little mapping I did for HL1 the GoldSrc Hammer seemed like an even shittier, more buggy and crash prone version of the Source Hammer editor. I don't think anyone mapping for a Half Life game for the first time would have the patience to complete a level.
 
Good news. The merge is mostly complete. Most the maps are in and working, except two. KF is being spotty right now so I can't upload a beta.

@Kung Pow KaoticFears has a Portal error and some warnings which might effect progression. I don't know, I've not done a full playthrough yet.

A couple of maps have line warnings, and one has a missing texture warning, but I don't know if these are game breaking.

All that's left is to add the two maps I missed, fix the music, and add things like the titlemap and keen sprites. I haven't decided on the final order yet, but that's easy to change.


Edit: I think basically everything is added. Once the site stabilizes, I'll upload the beta for any last minute bugfixes, changes, etc.

You guys have done amazing work on this, and looking forward to seeing it all come together.


Edit 2: Here it is, first beta.
Known issues.
  • Map names and credits aren't in yet.
  • Kiwi2041 exists to credits instead of the next map for some reason. I'm guessing an improper exit is set.
  • No intermissions.
Let me know if there's any problems.
 
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Are the "KF Doom" maps loading correctly? I noclipped through the maps to every exit switch, only 5 maps were loaded and then it cut to the exit screen. When you open the KF maps and instead type nextmap in GZDoom, a lot more maps are being loaded, including mine. Wtf?
 
Are the "KF Doom" maps loading correctly? I noclipped through the maps to every exit switch, only 5 maps were loaded and then it cut to the exit screen. When you open the KF maps and instead type nextmap in GZDoom, a lot more maps are being loaded, including mine. Wtf?
No. That's likely Kiwi2041. For whatever reason, the exit switch takes you to the end screen instead of the next map. But using the console makes it progress just fine.

I've moved it to the end of the set for now. Until then use a console command to skip it.

Edit: Beta 2 is ready.

Known issues
  • Fatrick Mansion appears as "unnamed" and has no music. This has been fixed for beta 3/RC.
Changes
  • Changed the order so Fatrick Mansion is first and Fatrick Intestines is second, because Fatrick Intestines is very difficult.

Edit 2: I've given a mod a mostly complete playthrough, except for the really big maps. Unless there's any problems I've missed, or people want me to add intermissions for the maps with stories, I think this will be ready for the full release.
 

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