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[v4] Kinsie's Gameplay Mod Test Map (Updated 12 Feb 22)

Posted: Fri Jul 14, 2017 2:11 am
by Kinsie

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This is a quick and ugly looking test map I put together when developing MetaDoom, that has slowly expanded out as I've needed to check things quickly. DrPySpy has been using it recently for his own projects, and I've received interest from others in using it, so I'm throwing it out there publicly for other people to play with.

Directly in front of you at the start of the map is a small jungle-gym like area with bridges in both 3D floor and old thing-based forms, as well as a lift up to a great height to dive off of. Beyond that is a large elevator that upon being activated, goes really deep downwards at a slow rate. This is useful for debugging actors that don't deal with moving platforms very gracefully (or at least, without fucking the framerate - try loading up High Noon Drifter and throwing a bunch of grenades down there!)

The left hand room contains every weapon and item pickup (except keys), along with switches for spawning monsters. The right hand room contains every prop (as well as keys), a selection of animated floors, every damagefloor type, and a deep pool of swimmable water. It also contains some Keens for testing stuff relating to that actor's unique script behavior.

Directly behind your start point is a room with a mirror for checking player sprite animations from more angles than just behind. Jutting off from it are two smaller shoot-off rooms. One is pitch black, making it useful for testing flashes, brightmaps, bright sprites and other things you want to glow. The other has normal, secret and endgame exit switches, for testing intermissions and other such nonsense.

Download!

It's recommended that you edit your INI so that these files autoload when the appropriate games are started:

Code: Select all

[doom.Autoload]
Path=C:\Path\To\doomtest.wad

[doom.doom2.Autoload]
Path=C:\Path\To\doomtest.wad

[heretic.Autoload]
Path=C:\Path\To\heretest.wad

[hexen.Autoload]
Path=C:\Path\To\hextest.wad

[strife.Autoload]
Path=C:\Path\To\strftest.wad
Use the console command "map test" to load the map.

Hope this helps!

Re: [v1] Kinsie's Gameplay Mod Test Map

Posted: Fri Jul 14, 2017 2:44 am
by Captain J
Now that's very interesting. I always played vanilla doom 2 to test things around. I had to type words in the console all the time to test things, yet have found no properly made test maps yet.

... Until now! This looks very various and useful. Thanks for this.

Re: [v1] Kinsie's Gameplay Mod Test Map

Posted: Fri Jul 14, 2017 3:55 am
by nazakomu
Kinsie wrote: Hope this helps!
Damn right it will! I ultimately thank you for being this generous enough to share such a sophisticated test map with everybody!

I had my own test map but this immediately blows it out of the water since my test map had not even nearly as many things as this contains. :D
>tfw you see errors in your old post from eons ago and then you can still edit it :twisted:

Re: [v1] Kinsie's Gameplay Mod Test Map

Posted: Fri Jul 14, 2017 5:42 am
by Brohnesorge
We've all seen it so much and now here it is. Gonna sound like an echo chamber in here but holy crap, thanks so much for this.

Re: [v1] Kinsie's Gameplay Mod Test Map

Posted: Fri Jul 14, 2017 11:11 am
by leodoom85
I was in the process of finishing a test map too but I forgot to backup that map :'(

Re: [v1] Kinsie's Gameplay Mod Test Map

Posted: Thu Jul 20, 2017 3:37 am
by 4thcharacter
Neat! This'll be very useful to me. If anything the missing textures gives it a nice Half-Life feeling for some reason.

Re: [v1] Kinsie's Gameplay Mod Test Map

Posted: Mon Jul 24, 2017 11:37 am
by Ma77
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So that's what genie looks like :shock:

Re: [v1] Kinsie's Gameplay Mod Test Map

Posted: Mon Jul 24, 2017 9:59 pm
by Captain J
:surprise: ... Is that an unused sprite or something? Or Hacx project is revived and progressing slowly?

Re: [v1.1] Kinsie's Gameplay Mod Test Map

Posted: Fri Jul 28, 2017 5:58 am
by Kinsie
The Heretic map has been updated to fix an embarassing oversight wherein the Orphidian didn't have a spawn button. Redownload at your leisure.

Re: [v1.1] Kinsie's Gameplay Mod Test Map

Posted: Fri Jul 28, 2017 7:09 am
by SiFi270
I've got a couple of suggestions for making things more convenient. The first is to have more space to the left of the Pain Elemental spawner and also between the Spider Mastermind and Scripted Marine spawners so that you can save a lot more time if you want to spawn a zombie or something from that area. The second is for there to be an exit switch in the starting room that takes you to the same level so you can reset item spawns.

Re: [v1.1] Kinsie's Gameplay Mod Test Map

Posted: Thu Sep 14, 2017 8:57 pm
by A_D_M_E_R_A_L
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Is there a way to fix these errors?

Re: [v1.1] Kinsie's Gameplay Mod Test Map

Posted: Thu Sep 14, 2017 9:17 pm
by Rachael
Your file is corrupted. Try to download it again and see what happens.

Re: [v1.1] Kinsie's Gameplay Mod Test Map

Posted: Sun Sep 17, 2017 8:01 am
by A_D_M_E_R_A_L
Rachael wrote:Your file is corrupted. Try to download it again and see what happens.
GZDoom version I use is 2.0.05, just FYI.

Re: [v1.1] Kinsie's Gameplay Mod Test Map

Posted: Sun Sep 17, 2017 10:08 pm
by Kinsie
A_D_M_E_R_A_L wrote:
Rachael wrote:Your file is corrupted. Try to download it again and see what happens.
GZDoom version I use is 2.0.05, just FYI.
Your GZDoom version is rapidly approaching its third birthday. Update it.

Re: [v2] Kinsie's Gameplay Mod Test Map

Posted: Wed Apr 04, 2018 8:12 am
by Kinsie
Hello. I have updated this.

First up, there's now a Hexen version. I don't remember why I never released this one. It's probably not finished. So, uh, heads-up on that.

Secondly, each version now has three new rooms!

Directly ahead of you at the start, past the Jungle Gym, is a large elevator that upon being activated, goes really deep downwards at a slow rate. This is useful for debugging actors that don't deal with moving platforms very gracefully (or at least, without fucking the framerate - try loading up High Noon Drifter and throwing a bunch of grenades down there!)

The mirror room behind your starting position now has two smaller shoot-off rooms. One is pitch black, making it useful for testing flashes, brightmaps, bright sprites and other things you want to glow. The other has normal, secret and endgame exit switches, for testing intermissions and other such nonsense.

Hope this helps people out!