Page 3 of 3

Re: [v3.2] Kinsie's Gameplay Mod Test Map

PostPosted: Thu May 02, 2019 5:39 pm
by Nash
Another suggestion:

Doors. In case someone wants to make gameplay mods that interact with doors. :P

Re: [v3.2] Kinsie's Gameplay Mod Test Map

PostPosted: Sat Nov 30, 2019 8:20 am
by Tc_667
I can say without questionig myself that this is one of the most functional test maps, but it needs some little polishing, like different types of interruptors, or a door.

i would also like a better disposition of the monster spawner, summoning a zombieman is time consuming and sometimes activating the interruptor multiple times does not spawn more monsters, but overall, i canĀ“t find a better example of a testing map

:thumb:

Re: [v3.2] Kinsie's Gameplay Mod Test Map

PostPosted: Tue Feb 04, 2020 9:17 pm
by Xterra
This thing's proven invaluable for testing, time and again.

I'd also like to second the suggestions for stuff like various types of doors (slow, fast, "elevator" doors, sliding doors, etc.) and switches ("use" switches, shootable switches, PCross lines, shootable walls, Quake-like touch switches, pressure plates...) to test too, should somebody's mod require such testing. Best suggestion I can come up with for room placement is to have it accessible from the "slow elevator" room to the north or to the south via a passage cut out of the mirror wall?