🥝 Community Kiwi Farms Community Doom Mapping Project No. 2! - Now with custom Kiwi-assets!

Dumb question, would Moonman Doom cooperate, or is it too far removed from default GZDoom to work?
Coming very late with a reply, but I just tried it myself and it seemingly works. So far, I only quickly went through Temple of the Tisms but everything worked fine I think. I got my sneed ranks and everything. I'll keep playing as it's really fun, and make a post if I run into any issues.

Here's how you get it working:

First, get the moonman mod: https://gitgud.io/middlefingerman/moonman-doom-2
(Just click the blue Code button, then at the bottom "download source code" -> zip, and download a file called "moonman-doom-2-master.zip")

Then you make a bat file to launch the mods with GZDoom like so:
Código:
cd /d D:\Games\DOOM\gzdoom-4-14-1-windows
gzdoom.exe -iwad "D:\Games\DOOM\ORIGINAL-WADS\DOOM2.WAD" -config myconfig.ini -file "D:\Games\DOOM\kfdoom2\KFDoom 2 - Kiwi Dreams.pk3" "D:\Games\DOOM\MoonmanMod\moonman-doom-2-master.zip"
(Obviously, replace the paths with your own)

First line changes the current directory to the GZDoom directory (so you can slap the bat on your desktop and it will work from there too). Then the -iwad argument tells it where the original DOOM2.WAD file is, the -config might be optional I think (it will create a new myconfig.ini file that you can edit if you want).

The important part, with the -file arguments you want to first have the KFD2 mod, and the Moonman mod second. Otherwise, the HUD does not seem to work at all! This way, you should get the custom HUD from Moonman mod working.
 
Kiwi doom reference in Wplace
kiwidoom.webp
Just south of the northmost tip of new zealand
 
I finally finished the KF2 mod with the moonman mod. I didn't run into any gamebreaking issues, but there are a few problems to keep in mind:

The most significant one:
- on Soytown, the weapon store system is broken (but due to how the mm mod works, enemies just drop weapons sometimes so you can finish the map just fine anyway)

The other very minor issues:
- some of the semi-invisible monsters don't get replaced by mm mod equivalent monsters (for example on Gangster - some cacodemons and imps; on Kiwi on a Treadmill - some imps; on Kaotic Fears - a couple of archviles)
- on a very few maps, I could somehow get the original doom 2 weapons along side the moonman weapons, although I could not manually switch to them, only after running out of ammo
- on Calling (the Rekieta level), you start with a pistol instead of without weapons, although it doesn't really have any gameplay impact
- also on Calling, at the end you can use both the dual-balldos and the mm mod weapons, making the fight easier
- the mm mod replaces revenants with three alternate enemy variants, one of them does not shoot any rockets making it rather trivial; i am not sure if this is a mm mod bug in the version i used or intended?...

PS. The sticker plasma gun seems to work, although I did not check this on all the maps.

If anyone wants it, I have also attached my save file: playing as the moonman himself, at sneed rank 19 just before the final boss and with the sticker plasma gun unlocked. I'm not sure if you can change characters via console commands or anything, I suppose if you want to play as another character from the mod, you'll have to replay through everything yourself :P

EDIT: PPS. on windows, gzdoom saves should be in
Código:
C:\Users\[USER_NAME]\Saved Games\GZDoom\doom.id.doom2.commercial\
 

Archivos adjuntos

the mm mod replaces revenants with three alternate enemy variants, one of them does not shoot any rockets making it rather trivial; i am not sure if this is a mm mod bug in the version i used or intended?...
I believe this is default behavior for the Chinese monk revenant, the ones with the bone color skin and rice farmer hats, as it has always worked like that for me when using the mod with other wads.
 
/vr/ in particular has literal tranny jannies. The Doom cyclical tends to purge mentions of trans users on Doomworld.
 
In preparation for the next KF project (no date yet), I wrote a mapping guide for monster usage in our workshop thread. It's not the most useful thing ever, but it should hopefully help new mappers.

 
Some schizo plays through Kiwi Dreams with MOONman mod and respawning items (literally worse than playing on ITYTD). Look what he's doing during the Paul Joseph Watson part, when the feces start flying in ... what the fuck?

Since the video is down, here's a mega link to the vod I grabbed a while back.
https://mega.nz/file/MqNwwTZb#DaXL879bZPToqjCbUqrir_4QMQRwSqXbP6tDUsDyz48

It's rather massive, anyone knows where to archive it better? Although I'm not sure if it's even worth doing that in the first place. I still haven't watched it myself yet :lit:
 
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