Testmap for DOOM 2 (GZDoom)

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Testmap for DOOM 2 (GZDoom)

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

I have created a test map for vanilla DOOM 2.
I have updated MOAR things so it should work a lil better.
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Last edited by KSPBaron145 on Mon Jan 11, 2021 2:52 pm, edited 1 time in total.
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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.
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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?
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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.
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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.
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