Kiwi Farms Community Doom Mapping Project

That sounds like it'd be better suited for Quake 2.

Just take one of the Strogg conversion labs and put a sign on it saying it's a gender affirming clinic.
There's just something with Stroggs' and Troons' method of reproduction figuratively close.
Like I said earlier: If we do a quake 2 map pack, i'm sure we will be able to turn the Stroggs into Stroons.
 
Should this happen, I'd highly recommend future mappers making levels which are well-executed gags or gimmicks rather than trying to make something big or intricate.
I like that too, but for a different reason. I'm a big fan of map packs that are a bunch of small maps. Going Down and the Half-Life mod The Whole Half-Life Tower are great examples. It stops maps from being too high effort, and reigns in the scope. Look at how "3-5 rooms with stock assets" became hour long maps with custom sound tracks.

I hope to see the rules become less strict to allow for custom monsters, weapons, scripts, ect.
If someone else runs it, they can do that. I'll likely be even more strict with a theme or limitation if I run another one of these.

As said in the OP and throughout the thread, there's a major problem in other Doom community projects (even ones made by expert mappers) where people keep messing with things they shouldn't for stupid reasons, breaking other peoples maps in the process. Even this map pack had strange unexplained technical problems to figure out.

As for future projects like this. It's too early to say, but it's possible. Either someone else running them, or I can do another. There's a bunch of great ideas, each with pros and cons. Stand alone indie games made for Pico-8 or GameBoy, modding different games like Half-Life, Half-Life 2, Quake, Quake 2, Left 4 Dead 2, and of course Doom again. These are all great ideas. I like the idea of doing a Doom 1 map pack. I think whatever choice we go with should have a low barrier of entry and allow things to be made quick.
 
Hell yeah boys, it was well worth the wait. Since I slept through the whole ordeal the least I can do is blow some smoke up your collective asses. Beta3 on UV took about 5ish hours with several repeats due to forgetting to save at reasonable intervals. Not that I mind, most of it was very enjoyable. First time playing custom Doom shit so please excuse the superlatives. KF Doom only, I've yet to play the rest.

Small Isle by Athlon - Exactly what your (I assume) first map should be. Cute aesthetic, easy to read and simple A to B to C format. Even Null should be able to complete this one.

Dilation Station 41* by Laughing Muttley - Very tight level design in both space and execution. Someone clearly spent time playtesting it, enemy placement was excellent and the map felt like it was gradually escalating from wave to wave. Some rooms could've benefited from added detail and overall visual cohesion.

Retard War by Modern Horrors - Great song choice, we're off to an explosive start. Very organic and freeform in design yet still easy to follow due to the circular level progression. The caves in particular were well made. The mega spider just smugly hanging about was a unique touch. Encounter difficulty was a little all over the place, sometimes simple testing just doesn't cut it and you have to redo a whole section. Nice couch.

Eevee Is A Degenerate Fruit by Toilet Grenade - Well, it's a map alright. Way more playable than I was first expecting, the first room is surprisingly tricky. Everything works and it doesn't last long so sure why the fuck not. You gotta start somewhere and the good news is the only direction from here is up.

Rats Den* by Midnight Cooking - Fucking Meteora. It was all downhill from there and Breaking the Habit was just a turd-filled pothole on the way to the dumps. If you wanted some gay shit should've just gone with Minut-- oh right the level, fuck. I instantly wanted to hate this one but was positively surprised by the end. A very challenging and erratic yet strangely fair map designed by a total eccentric. Never before have I punched more cacodemons in their shit, even a pain elemental got slapboxed in front of the imps. I really dig it when mappers put personal touches in their work. Even the exit was nice, well done. Reanimation was the shit yo.

Festering Axe Wound by ArticleWriter - Clean, easy to read, very Doom in all the right ways. If anything the level could've been expanded a little, really liked the first room but it was over pretty quick.

HRT LABS by The Bovinian Derivative - Damn, I wouldn't mind more of this EP1-esque simplicity. Very spacious and fast, enemy variety and placement was dope, didn't get lost once, just good ol' blasting. Doom is fucking awesome.

YWNB by Pierre D'Olnique - Top notch choice of a song, an absolute banger to mass murder some wolfenstein nazis to. After the first letter the sewers were a bit of a slog to get through with all the barons of hell. With some streamlining this could've been way better, it's still fun with all the special encounters along the way. Nice shirt.

Uncle Jersh's Day Out by Migraine Box - Hell to the fucking yes, for a first map this is an absolute delight. Damn son, your lego sets must have been impeccable. Nicely detailed, especially the first room. Even though the level design was extremely varied it yet somehow retained consistency. There's just one big but: it's way too fucking easy. The difficulty sees a bit of an increase near the end but at that point it was just too much of a breeze. I'd love too see this in a future pak with the challenge dialed up to reasonable.

Kiwi( )farms 2041 by Anon - Another level that in my humble opinion would've benefited from being harder. Other than that a really straightforward map that doesn't waste your time, it's a good time what can I say. It's not fucking raw but could've used a couple man hours in the oven. The portal use at the end was dope as shit though. It shows promise, kinda done dirty by being the last map. Well, leave them wanting more I guess so mission accomplished.

Overall; I had a fucking blast. Even the not-so-good maps didn't overstay their welcome so yeah, awesome job everybody. Special shout out to Judge Dredd for starting the thread and delivering the goods. Sometimes you just gotta open your gullet and crazy shit happens. Let's hope Josh survives the mysterious radioactive isotopes in his bloodstream to get absolutely felted by DS41 on-stream.

Anyway, I'm doing my part by having already started a level for the next one and so can you! If you can figure out Excel, you can make levels for Doom. You'll never be cooler in your life with less effort.
 
I just finished the first episode of this 10/10 mega WAD pack (The WADs linked here don't seem to be shareware if you need Doom as it allowed me to use it with GZDoom - Github Doom2).

I would certainly not recommend playing on UV if you aren't a pro as a lot of the maps are rather brutal. Total Retard War and the one with the mastermind in the middle were quite a mission.

The dirtiest trickster map might have to be Axe Wound with having to run around revenants in a small arena, I guess giving a look into the futility of dilation? The other contender would be the Bossman map were you are expected to punch down revenants in tight corners (what is it with tricky maps and revenants), the ending fight did make me feel like I was losing all my money to that damn cartoon cat. Probably my fav map though due to it invoking the feeling of being Jack in his daily battles against addiction.

If I had to pick the most polished map (and it felt like the person who made this had some experience) it would be Jersh's Day Out or whatever it was called (I don't think I have ever seen an invisible wall in a Doom map before, there is one at the end of the beginning road with the cinematic fence). Nice little Doomcute stuff or whatever the gays over at DoomWorld call props like pizza. I think every texture that exists in the original WADs is in this map given all the different "biomes".

The memiest of all was certainly that last one. I'm curious to know how the effect was done to make the rooms look like they have colored lighting similar to the feel of Doom 64. The secrets with Fatrick and the melting KF servers were cool.

I was going to give it 2.5 out of 10 stars but for the small island map it elevates it to -
⭐⭐⭐⭐⭐
 
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10/10 loved the kiwi farms HQ level. Brought back memories of the 4 cent garbage building from Chris and the gamer food trolling server from deagle nation.
 
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Its an excellent compilation of kiwifarms users work.
But they either have too many enemies or try to fuck you over at the last second.
I really hope you do another one of these, though with custom content (If possible).
Would love to make my own.
 
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this

noob instructions
1. download GZDOOM ( https://github.com/ZDoom/gzdoom/releases/download/g4.11.3/gzdoom-4-11-3.a.-Windows-64bit.zip ) + FREEDOOM ( https://github.com/freedoom/freedoom/releases/download/v0.13.0/freedoom-0.13.0.zip )
2. put into same directory
3. drag this mod onto gzdoom.exe
4. ???
5. no profit for anyone

I haven't played through Freedoom in a while. The maps are just as good if not better than a lot of retail maps. Plus the OST is a banger.

 
Mega pissed I didn't know about this, I had something I was working on for awhile, didn't know this was going on, I would've definitely contributed
 
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Since this has come up in DMs, I thought I'd address this here in public.

If you want to run your own KF mod/game project, go for it. You don't need my permission or anyone else's. If you want to ask someone for permission, maybe ask a mod?

I'm not the boss of KF game projects or anything. You want to start a KF Quake, KF Half-Life 2, or whatever else, go for it. Make a KFDoom 2 with blackjack and hookers if you want. It'll be great.



I will give some opinions however.
  • Keep the barrier to entry low. Games take a lot of time and work to make, and bigger games require technical knowledge. Mod tools often don't work on modern systems. Tools are often incompatible for seemingly no reason. Tutorials are often outdated. People are busy.
  • Keep the file size low.
  • Avoid .exes.
  • Limit scope.
  • Don't try to make a game something it's not. I've seen people try to turn Doom into a RPG or a puzzle platformer. It can be done, but Doom is at it's best when shooting things.
  • Make something playable.
  • Keep it fun.
I've been part of Doom community mods where even technically proficient modders couldn't restrain themselves and kept breaking things. Replacing vanilla textures and sounds with junk downloaded from Realm666. Adding scripts that broke other peoples maps. Beginners that tried to make grandiose MyHouse or Ancient Aliens tier epics in a week when those took expert modders years to make.


I should also add that I can't guarantee anything. I'm flattered that people want to make stuff for the next mod, but I don't know when that'll be or what'll be included. I'd hate for any work to go to waste.
 
Since this has come up in DMs, I thought I'd address this here in public.

If you want to run your own KF mod/game project, go for it. You don't need my permission or anyone else's. If you want to ask someone for permission, maybe ask a mod?

I'm not the boss of KF game projects or anything. You want to start a KF Quake, KF Half-Life 2, or whatever else, go for it. Make a KFDoom 2 with blackjack and hookers if you want. It'll be great.



I will give some opinions however.
  • Keep the barrier to entry low. Games take a lot of time and work to make, and bigger games require technical knowledge. Mod tools often don't work on modern systems. Tools are often incompatible for seemingly no reason. Tutorials are often outdated. People are busy.
  • Keep the file size low.
  • Avoid .exes.
  • Limit scope.
  • Don't try to make a game something it's not. I've seen people try to turn Doom into a RPG or a puzzle platformer. It can be done, but Doom is at it's best when shooting things.
  • Make something playable.
  • Keep it fun.
I've been part of Doom community mods where even technically proficient modders couldn't restrain themselves and kept breaking things. Replacing vanilla textures and sounds with junk downloaded from Realm666. Adding scripts that broke other peoples maps. Beginners that tried to make grandiose MyHouse or Ancient Aliens tier epics in a week when those took expert modders years to make.


I should also add that I can't guarantee anything. I'm flattered that people want to make stuff for the next mod, but I don't know when that'll be or what'll be included. I'd hate for any work to go to waste.
shut up and get to work on the next community project, monkey.
jk
I think a generalized wad share thread would be pretty good idea, members of the community can share WIPs, finished products and talk about in general doom wads they enjoy making or have fun working/playing with.

if someone bothers, it could be like the ol' Dwango series where community members get their wads/wadpacks placed in archives.
 
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