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Note to any editors who happen to be reading this concerned about the rapidly impending existence of Junkfood 4, it'll be the last one for some time.

Once the mod reaches a stable state, this page can be edited to take out the nowiki tags, and moved into mainspace to preserve its history - rather than recreating it there.

Yeah don't worry, that's what I was thinking. I was just editing it here basically just to save my progress or if anyone else feels like contributing while I make it, since it's a fairly beefy page. Was inspired by how stephyesterday's page got moved to Death Bear's user page. NiGHTS108 (talk) 04:09, 26 November 2024 (CST)

(Editor's note: Alright the page is basically completely done! Just gotta upload a title PNG, remove the editor notes and wait for IdGames now. Feel free to edit this page if there's any formatting issue or whatnot. NiGHTS108 (talk) 11:10, 26 November 2024 (CST))

{{wad |authors=Various |iwad=Doom II |year=2024 |port=MBF21-compatible |link=({{dwforums|148999}}) |type=m |screenshot=Junkfood 4 title.png }} Junkfood 4 is a 98-map slaughter community project led by Meowgi, created for MBF21-compatible source ports. A sequel to Junkfood, Junkfood 2 and Junkfood 3 the aim once again was to create maps that feature BFG-heavy gameplay and a high monster count, while not focusing much on level layout, detailing or fight design; hence the name of the project, which is supposed to imply the junk food-like nature of its mapping philosophy. Similar to Junkfood 3, speedmapping rules were even more lenient compared to the previous installments, resulting in a set of speedmaps mixed with a line-up of maps created in a more reasonable time frame.

Content[edit]

(Editor's note: There seems to be literally no consensus among other pages about how custom weapons or monsters in wads are written or formatted. Maybe there is on a talk page somewhere?? I've never done this before. Hopefully this is ok????? NiGHTS108 (talk) 04:09, 26 November 2024 (CST))

Custom weapons[edit]

With the exception of the rocket launcher and BFG9000, every weapon in the game has been considerably buffed, and like Junkfood 3, the restriction on using weapons outside the rocket launcher, plasma rifle and BFG9000 has been lifted.

  • The fist is now 10x as strong, leading to 20 to 200 damage per punch without the berserk powerup, and 200 to 2000 damage with it.
  • The chainsaw has been replaced with a rocket launcher variant with unlimited ammo that fires twice as fast. It shares sprites with the rocket launcher's Doom 64 counterpart. Similar to the super rocket launcher in NoReason's Speedmaps 3.
  • The pistol is now an assault rifle that fires with perfect accuracy in bursts of three.
  • The shotgun has been replaced with a super shotgun that fires twice in one shot.
  • The super shotgun has been replaced with a darker tinted BFG9000 with unlimited ammo.
  • The chaingun now fires twice as fast as before, shares sprites with and is identical to the super chaingun in Valiant.
  • The plasma gun now fires twice as fast as before and the plasma projectile does twice as much damage, leading to 4x the damage output and a much greater stun chance using it on monsters.

Custom monsters[edit]

Baron of Hell
A winged variant of the baron of Hell that launches two attacks in quick succession. Identical to the one found in Judgment.
Cyberdemon (1000 HP)
A purple-colored cyberdemon that is functionally identical to its regular counterpart. However, as its name implies, it only has 1000 hit points, the same as a baron of Hell, making it much weaker by comparison.
Nightshade
A small, black and green flying phantom. It has 120 hit points and shoots imp fireballs.
Pyro knight
Also known as pyro demon, it is an orange and black Hell knight with 500 hit points and has two different attacks it uses randomly, one in which it shoots a stream of four very fast projectiles, and the other where it fires two of these projectiles and four smaller projectiles. Identical to the one found in Valiant.
Flying mancubus
A flying variant of the mancubus, with an increased mass to prevent it flying too far away from the player.
Melee revenant
A darker variant of the revenant with increased speed, 200 hit points, and without the revenant's projectile attack. Similar to the boxer revenant in Running Late 2.
Kamikaze Guy
A monster that resembles the Beheaded Kamikaze enemy from the Serious Sam series, with 10 hit points, that will chase the player and explode when coming into contact with them or being killed, dealing blast damage to its surroundings. Similar to the suicide bomber found in Valiant.
Shaman
A fully grey arch-vile variant that is untouchable, and will only die after a set period of time after waking up. It summons Wraiths, a quick imp-like monster that can teleport to a random nearby position, has hugely increased speed and can only perform melee attacks. Both appear only in MAP95: Wraithmaw.
Valiant Kamikaze
A variant on the Kamikaze Guy, with 60 hit points, and with the appearance of a black-clad zombie holding a stick of dynamite, making it identical to the suicide bomber in Valiant. Appears only in MAP96: Ode2Skillsaw.
Revivile
A red and teal arch-vile variant devoid of any attacking capabilities, but with the ability to revive monsters twice as fast. Appears only in MAP97: A Test In Correlation.

External links[edit]

{{Junkfood series}} [[Category:Community projects]] [[Category:Slaughter maps]]