The Kiwi Farms Community Doom WAD workshop

I've decided to try and get into Doom modding, and while this probably a stupid question, I can't figure out where the actual weapon and monster data are stored in the WAD. I've downloaded SLADE to look through all the files, and I can see all the map, graphics and audio files, but nothing related to the gameplay. On the ZDoom wiki I can find articles about creating scripts to replace the various vanilla monsters, and one about using a DECORATE script to replace them with slightly modified versions of themselves, so I assume that for some reason it's either hard or inadvisable to just alter the vanilla code for such things, but I'd still like to look at the vanilla code so I can see how things work. Do I need another tool to look through the gameplay data of a WAD, or am I just retarded?
I think it is better to make your own monsters/weapons instead of just changing existing code.
You can always just copy and paste the code if you want a slightly different monster.
Here is the code for the pinky, ZScript.
 
I've decided to try and get into Doom modding, and while this probably a stupid question, I can't figure out where the actual weapon and monster data are stored in the WAD. I've downloaded SLADE to look through all the files, and I can see all the map, graphics and audio files, but nothing related to the gameplay. On the ZDoom wiki I can find articles about creating scripts to replace the various vanilla monsters, and one about using a DECORATE script to replace them with slightly modified versions of themselves, so I assume that for some reason it's either hard or inadvisable to just alter the vanilla code for such things, but I'd still like to look at the vanilla code so I can see how things work. Do I need another tool to look through the gameplay data of a WAD, or am I just retarded?
Theres resources on youtube, For weapons, this explains enough to get you moving.

I'd also encourage looking at chubzdoomer as he covers gzdoom builder and ACS tutorial
they give you a decent idea how to get shit running.

Also regarding spriting, a trick you can do (which I should of used but I was retarded) is download the doom color pallet and use that as a color selector to draw. If you use a half decent image editor, theres a way to limit things TO the doom pallet, so even if you uploaded a picture, it would auto correct to the nearest pallet.

What are the prefered guidelines and format for submitted maps?
Id encourage UDMF simply because it has a bit more features. If you are learning first time, its easier to learn it rather than learning hexen format and THEN learning UDMF because you wanted a feature that only UDMF has.
 
What about downloading preexisting custom textures off sites like realm667 then editing them to my liking then crediting them anyway? I know sites like zdoom and doomworld get very anal that about that but I'll see if any of the other Kiwi's are still doing custom textures sometime if the answer is no.
 
Just be aware that starting from scratch in UDMF is usually not a good idea. The menus are too overloaded. It is better to first get some basic mapping experience in the "Boom" setting. You can later convert your maps to UDMF, however I should warn you that this will require changing the setting of every trigger line (walk over, switches, etc.) by hand. It is something that @Dull Pencil had to do for others, and it almost drove him to insanity. So please be considerate and make sure your maps are fully functional in UDMF before submitting them for the next project.
 
What about downloading preexisting custom textures off sites like realm667 then editing them to my liking then crediting them anyway? I know sites like zdoom and doomworld get very anal that about that but I'll see if any of the other Kiwi's are still doing custom textures sometime if the answer is no.
Man, nobody gives a shit about that here. Steal whatever texture you want and modify it, fuck Doomworld. If you want to give credit to authors, that's fine, but don't take that copyright crap serious.
 
What about downloading preexisting custom textures off sites like realm667 then editing them to my liking then crediting them anyway? I know sites like zdoom and doomworld get very anal that about
Strictly speaking, crediting is considered more....courtesy than DMCA type stuff. ALSO, doomworld ALREADY fucking hates your ass for being a kiwi, so this is kinda pointless. You can edit stuff and provide credit if you wish, I'm not stopping you, but just know everyone in doomworld will hate your guts for BEING associated with KF to begin with, proper credits won't change that.

That said edits are a great idea as they are easier than a fresh one, plenty of guns are "frankensprites" where people mash up sections of different sprites like legos to make decent looking sprites. Easier if you suck ass at art.

Even if you do suck, just try. I barely did anything but I did make the autism keys in KF doom 2 with help from dull pencil. Tiny part, but it was enjoyed regardless. Definitely give a shot at making some art.
 
Man, nobody gives a shit about that here. Steal whatever texture you want and modify it, fuck Doomworld. If you want to give credit to authors, that's fine, but don't take that copyright crap serious.
Honestly, the way most modders are about copyright just seems absurd to me. Modders regularly take assets from other games and properties, not to mention just by making a mod they're already basing it entirely off of other peoples' work, but then they turn around and demand that other people can't use what they've made?
 
Strictly speaking, crediting is considered more....courtesy than DMCA type stuff. ALSO, doomworld ALREADY fucking hates your ass for being a kiwi, so this is kinda pointless. You can edit stuff and provide credit if you wish, I'm not stopping you, but just know everyone in doomworld will hate your guts for BEING associated with KF to begin with, proper credits won't change that.

That said edits are a great idea as they are easier than a fresh one, plenty of guns are "frankensprites" where people mash up sections of different sprites like legos to make decent looking sprites. Easier if you suck ass at art.

Even if you do suck, just try. I barely did anything but I did make the autism keys in KF doom 2 with help from dull pencil. Tiny part, but it was enjoyed regardless. Definitely give a shot at making some art.

I'm thinking about AI Generating textures and down-scaling their resolution, and editing them a bit just to triple piss off the trannies if thats the case.
 
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Just be aware that starting from scratch in UDMF is usually not a good idea. The menus are too overloaded. It is better to first get some basic mapping experience in the "Boom" setting. You can later convert your maps to UDMF, however I should warn you that this will require changing the setting of every trigger line (walk over, switches, etc.) by hand. It is something that @Dull Pencil had to do for others, and it almost drove him to insanity. So please be considerate and make sure your maps are fully functional in UDMF before submitting them for the next project.
Hexen format is pretty similar to regular Doom format with some extra options for lines and things. The good thing about Hexen format is that it can be saved as UDMF without having to convert anything, if you need.

I'm thinking about AI Generating textures and down-scaling their resolution just to triple piss off the trannies if thats the case.
If you use your computer for this, then there are loras out there made for this. If you know what you are doing, the result can be very good and actually used in maps with some minor tweaking.
 
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