Testmap for DOOM 2 (GZDoom)

New maps, and other projects whose primary focus is new maps, belong here.

NOTE: This forum, and all forums below it, are NOT for questions or troubleshooting! Threads here are for active projects only! Please use the Editing subforums or General for questions.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Testmap for DOOM 2 (GZDoom)

Postby KSPBaron145 » Sun Jan 10, 2021 3:28 pm

I have created a test map for vanilla DOOM 2.
EDIT:
I have updated MOAR things so it should work a lil better.
You do not have the required permissions to view the files attached to this post.
Last edited by KSPBaron145 on Mon Jan 11, 2021 2:52 pm, edited 1 time in total.
User avatar
KSPBaron145
 
Joined: 27 Oct 2020
Operating System: Windows 10/8.1/8/201x 64-bit

Re: Testmap for DOOM 2 (GZDoom)

Postby wildweasel » Sun Jan 10, 2021 3:43 pm

You are in the wrong forum - you posted this in the Raze forum, which is for the Build Engine games. I've moved you to the right place, though.
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: Testmap for DOOM 2 (GZDoom)

Postby Misery » Sun Jan 10, 2021 3:55 pm

What do you mean by "testmap?" What is it testing, or what is its purpose?
User avatar
Misery
 
Joined: 04 Nov 2018

Re: Testmap for DOOM 2 (GZDoom)

Postby m8f » Mon Jan 11, 2021 8:49 am

This map may serve as a test map for monster and weapon replacement mods.
It has several downsides:
- monsters don't retaliate, so this map won't show enemy attacks;
- unless you summon an enemy with a console command, then all enemies present on the map start attacking the player at once, and stop doing so when the summoned enemy is dead. Not sure if this is intended or a bug, it's odd in either case;
- there is only one instance of each weapon, may be not very convenient for weapon randomizers;
- a bit too cramped for my tastes, a bit of space between enemies won't hurt;
- ammo is not grouped by type;
- armor and health is not present;
- it would be nice to have some empty space so a mod developer could play with console commands;
- the player starts facing the wall for some reason.

In total: while this map can be helpful for some mod developers in the current state, some alterations may help it become more useful. For myself, I continue using Kinsie's Gameplay Mod Test Map for now.
User avatar
m8f
dreamer
 
 
 
Joined: 29 Dec 2017
Location: Siberia (UTC+7)
Discord: m8f#0629
Github ID: mmaulwurff
Operating System: Debian-like Linux (Debian, Ubuntu, Kali, Mint, etc) 64-bit

Re: Testmap for DOOM 2 (GZDoom)

Postby KSPBaron145 » Mon Jan 11, 2021 2:18 pm

It takes a long time to do things with this map (moving monsters, adding/removing things, etc). Also, this is to test vanilla gameplay and weapon statistics.
User avatar
KSPBaron145
 
Joined: 27 Oct 2020
Operating System: Windows 10/8.1/8/201x 64-bit


Return to Levels

Who is online

Users browsing this forum: No registered users and 6 guests