(v0.4.1) Test ground, map for mod testing

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(v0.4.1) Test ground, map for mod testing

Postby Apeirogon » Mon May 11, 2020 6:23 pm

Want to try some brand new mod, but you unsure what it can do for you? "Give all" cheat gives you all, but not EVERYTHING? Get tired from waiting for the new Icarus video about new mod?
Before you send it into "I DEFINITELY try it sometime in the future" folder, try it with Test Ground. Its easy, its fast and it saves you time!!
Test Ground is not an ordinary map. It provides you with unlimited amount of action in mere seconds (depends from the used mod). The secret is in unique Zscript scripting technology (TM) combined with dedicated map. So as long as you want shoot from you gun, you gun WILL shoot, no matter what. Even NOWADAYS Doom Eternal does not provide you with such opportunity. WIth it you will cut through hordes of enemies as something sharp and pointy through something soft and buttery.
The Test Ground have battle arena, LITERALLY drenched in the blood of fallen demons, at which you can choose you opponents for today


With such wide variety of guns and ammunition its easy to forget about time


And of course, if you feel yourself slightly injured you can patch yourself up with medikits and powerups



But Im not done yet. Heres our certified engineer demonstrate all possibility of Test Ground using Project MSX

What are you still waiting? Download NOW!!!
https://github.com/MekBoss/test_ground
Download it using green button "Clone or download". To load new map type 'map test_ground' into console.

Spoiler:
Last edited by Apeirogon on Mon Jul 06, 2020 3:45 am, edited 3 times in total.
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Re: (v0.2) Test ground, map for mod testing

Postby Apeirogon » Sun May 17, 2020 12:30 pm

Added dark room, "bottomless" pit and...thing for testing jump height of the player. It located in the corners of the new room.
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Re: (v0.2) Test ground, map for mod testing

Postby AvzinElkein » Thu May 21, 2020 5:33 pm

I tried it with https://gitlab.com/Brohnesorge/HeartsOfDemonsBARON , but the weapons won't spawn.
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Re: (v0.2) Test ground, map for mod testing

Postby Apeirogon » Sat May 23, 2020 12:58 pm

AvzinElkein wrote:I tried it with https://gitlab.com/Brohnesorge/HeartsOfDemonsBARON , but the weapons won't spawn.

Fixed it. Re-download package from github.
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Re: (v0.2) Test ground, map for mod testing

Postby AvzinElkein » Sat May 23, 2020 2:44 pm

You did notice the visual glitch in the weapons room when testing w/ Baron, correct?
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Re: (v0.2) Test ground, map for mod testing

Postby Apeirogon » Sun May 24, 2020 4:29 am

Yes, but I cant do anything with it.
Baron mod uses same sprite name for the throwing rock (which is ROCK A) as default Doom rocket ammo (which is a ROCK A too). And Gzdoom use sprite from last loaded pack/wad, if previously loaded sprite name match with new one.

Thats all I can do
viewtopic.php?p=1152588#p1152588
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Re: (v0.2) Test ground, map for mod testing

Postby AvzinElkein » Sun May 24, 2020 6:42 am

Also, the arena spawners are a bit too sensitive; they will trigger due to monster attacks...
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Re: (v0.2) Test ground, map for mod testing

Postby Apeirogon » Sun May 24, 2020 6:55 am

Yeah, Im working on it right now.
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Re: (v0.3) Test ground, map for mod testing

Postby Apeirogon » Mon May 25, 2020 9:52 am

Okay, I fix it, should work ok now.
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Re: (v0.3) Test ground, map for mod testing

Postby AvzinElkein » Sun Jun 07, 2020 8:51 pm

As of 4.4.0, the spawners don't work.
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Re: (v0.3) Test ground, map for mod testing

Postby Skibicki » Fri Jun 12, 2020 5:09 am

The spawners broke after this change:
https://github.com/coelckers/gzdoom/com ... 193e47894e
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Re: (v0.4) Test ground, map for mod testing

Postby Apeirogon » Fri Jul 03, 2020 8:06 am

I know, I personally report inconsistency of the line activation with zero activation type.
So here new update. It fix old bugs, bring several tooltips (what room do what and how interact with things in it), add swimmable 3D floor sector, several damaging floor pools and two new rooms with map decorations, like torches and trees, and map pre placed corpses (dead demons and hanged marines.
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Re: (v0.4) Test ground, map for mod testing

Postby AvzinElkein » Fri Jul 03, 2020 8:30 am

Another bug found: the teleporter that's supposed to get you out of the pit doesn't work.
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Re: (v0.4) Test ground, map for mod testing

Postby Apeirogon » Fri Jul 03, 2020 9:23 am

Ok, fixed.
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Re: (v0.4) Test ground, map for mod testing

Postby CraftyMouse » Sun Jul 05, 2020 8:44 pm

So, I'm kind of new here, and don't want to be a bother, but I thought I might want to make a suggestion. Instead of shooting the spawns to create the enemy or item, why not set up a switch for each instead? While testing weapons, I find that I'm like, super often accidentally shooting monster spawners and it causes a huge headache. Shooting spawns with shotguns, or other such weapons tends to create multiple of that item or monster too. Otherwise this is a nice little test map so far, thanks for working on it.
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