[v4] Kinsie's Gameplay Mod Test Map (Updated 12 Feb 22)
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The Projects forums are only for 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.
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Re: [v2] Kinsie's Gameplay Mod Test Map
Hexen test map lacks the Falcon Shield.
Also, thanks for these, they're a real godsend for testing.
Also, thanks for these, they're a real godsend for testing.
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Re: [v2] Kinsie's Gameplay Mod Test Map
Should be fixed now, thanks for the heads up.Somagu wrote:Hexen test map lacks the Falcon Shield.
Also, thanks for these, they're a real godsend for testing.
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Re: [v2] Kinsie's Gameplay Mod Test Map
In HEXTEST, the Green and Brown Chaos Serpent Spawners are swapped. Regardless, I can't wait to see STRFETST next
Your test map reminds me of the Super Mario 64 DS test map btw
Your test map reminds me of the Super Mario 64 DS test map btw
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Re: [v2] Kinsie's Gameplay Mod Test Map
Not sure if you've seen it but the map seems to have a problem with Legendoom. No weapons show except normal chainguns.
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Re: [v3] Kinsie's Gameplay Mod Test Map
Released a minor update, by request of Nash. This adds two pairs of slopes to the Jungle Gym.
The green set consists of standard sloped floors, the red set is made up of sloped 3D floors. Both sets consist of slopes with angle values of 8, 16, 32, 48 and 64. (Standard ZDoom players cannot walk up the last two.)
The green set consists of standard sloped floors, the red set is made up of sloped 3D floors. Both sets consist of slopes with angle values of 8, 16, 32, 48 and 64. (Standard ZDoom players cannot walk up the last two.)
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Re: [v3] Kinsie's Gameplay Mod Test Map
Feels like you just have Created the Amusement Park for all of us! XD That's a nice change, too.
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Re: [v2] Kinsie's Gameplay Mod Test Map
I just fixed this issue, along with making the 3D floor slopes a little thicker to avoid clipping issues.DabbingSquidward wrote:In HEXTEST, the Green and Brown Chaos Serpent Spawners are swapped.
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Re: [v3.1] Kinsie's Gameplay Mod Test Map
To reiterate my previous post: What's next, a Strife version? :D
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Re: [v3.1] Kinsie's Gameplay Mod Test Map
Also, the Firemace is missing from the Heretic test map.
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Re: [v3.1] Kinsie's Gameplay Mod Test Map
If it's just directly placed, the Firemace has a 75% chance of appearing - the other 25%, it doesn't appear at all. (source)AvzinElkein wrote:Also, the Firemace is missing from the Heretic test map.
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Re: [v3.1] Kinsie's Gameplay Mod Test Map
Much to the chagrin of a mapper that wants it to be guaranteed....
Also - only one will exist in the map at a given time. If you place two, there's a 75% chance one will have it, but the other is guaranteed not to.
Also - only one will exist in the map at a given time. If you place two, there's a 75% chance one will have it, but the other is guaranteed not to.
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Re: [v3.1] Kinsie's Gameplay Mod Test Map
Actor GuaranteedMaceSpawner : SpecialSpot replaces MaceSpawner
{
+NOSECTOR
+NOBLOCKMAP
States
{
Spawn:
TNT1 A 1
TNT1 A -1 A_SpawnSingleItem("Mace", 0, 0, 0)
Stop
}
}
{
+NOSECTOR
+NOBLOCKMAP
States
{
Spawn:
TNT1 A 1
TNT1 A -1 A_SpawnSingleItem("Mace", 0, 0, 0)
Stop
}
}
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Re: [v3.1] Kinsie's Gameplay Mod Test Map
Doesn't need to be a special spot.
In fact, the simplest solution is simply to give an editor number to the [wiki=Classes:Mace]Mace[/wiki] actor in MAPINFO and there you go.
In fact, the simplest solution is simply to give an editor number to the [wiki=Classes:Mace]Mace[/wiki] actor in MAPINFO and there you go.
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Re: [v3.2] Kinsie's Gameplay Mod Test Map
I found an even simpler way - just using SpawnSpot to spawn Maces from mapspots.
Updated the Heretic map with a second row of Maces spawned via ACS, allowing you to test that weapon while also still testing its weird spawning logic should you ever deign to mess with that.
Updated the Heretic map with a second row of Maces spawned via ACS, allowing you to test that weapon while also still testing its weird spawning logic should you ever deign to mess with that.
Strife has a lot of weird things that'd need to be made testable, like merchants and QuestItems and trash like that. I have to wonder how deep I should dive into that...DabbingSquidward wrote:To reiterate my previous post: What's next, a Strife version?
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Re: [v3.2] Kinsie's Gameplay Mod Test Map
@Gez
The original MaceSpawner is also a SpecialSpot. This is mainly meant for Heretic maps in general, so you still only get one mace if there are multiple SpawnSpots, but without the failchance.
The original MaceSpawner is also a SpecialSpot. This is mainly meant for Heretic maps in general, so you still only get one mace if there are multiple SpawnSpots, but without the failchance.