[v4] Kinsie's Gameplay Mod Test Map (Updated 12 Feb 22)
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Please read the full rules for more details.
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: [v3.2] Kinsie's Gameplay Mod Test Map
Another suggestion:
Doors. In case someone wants to make gameplay mods that interact with doors. :P
Doors. In case someone wants to make gameplay mods that interact with doors. :P
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Re: [v3.2] Kinsie's Gameplay Mod Test Map
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 can´t find a better example of a testing map
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 can´t find a better example of a testing map
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Re: [v3.2] Kinsie's Gameplay Mod Test Map
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?
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?
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Re: [v3.2] Kinsie's Gameplay Mod Test Map
How difficult would it be to add a Strife version of the test maps? I've been looking at testing out gameplay mods with Strife compatibility but there aren't any maps that aren't like these ones. I wanted to try triggering flags for getting the Sigil and other quest flags so that I don't have to go through the whole game for them and I think this map's format will serve my needs.
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Re: [v3.2] Kinsie's Gameplay Mod Test Map
I have another request - I'd like a section that has shallow 3D water, that then progressively gets deeper. To test the various waterlevels. :D
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Re: [v3.2] Kinsie's Gameplay Mod Test Map
Good call, I keep meaning to push an update out for this.Nash wrote:I have another request - I'd like a section that has shallow 3D water, that then progressively gets deeper. To test the various waterlevels.
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Re: [v3.2] Kinsie's Gameplay Mod Test Map
Hmm, it seems that the download link appears to not be working properly, for me at least. Either that or the link is broken.
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Re: [v3.2] Kinsie's Gameplay Mod Test Map
Works for me.DOOMPiter wrote:Hmm, it seems that the download link appears to not be working properly, for me at least. Either that or the link is broken.
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Re: [v3.2] Kinsie's Gameplay Mod Test Map
Damn. So the link doesn't work for me. Shucks.wildweasel wrote:Works for me.DOOMPiter wrote:Hmm, it seems that the download link appears to not be working properly, for me at least. Either that or the link is broken.
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Re: [v3.2] Kinsie's Gameplay Mod Test Map
Chrome violently hates HTTP links (somewhat understandably...) and will refuse to download stuff from links using them. I've just changed the link to use HTTPS, that should make it work properly.DOOMPiter wrote:Damn. So the link doesn't work for me. Shucks.wildweasel wrote:Works for me.DOOMPiter wrote:Hmm, it seems that the download link appears to not be working properly, for me at least. Either that or the link is broken.
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Re: [v3.2] Kinsie's Gameplay Mod Test Map
hi sorry for bumping this but I was wondering: are there any maps similar in concepts to these, but developed for limit removing and/or boom/mbf compatible engines?
i'm looking for some sort of monsters/weapons/items/decorations showroom that would help me identify if a wad replaces some of the stock resources
i'm looking for some sort of monsters/weapons/items/decorations showroom that would help me identify if a wad replaces some of the stock resources
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Re: [v3.2] Kinsie's Gameplay Mod Test Map
I've found a wad over at idgamesDelfino Furioso wrote:hi sorry for bumping this but I was wondering: are there any maps similar in concept to these, but developed for limit removing and/or boom/mbf compatible engines?
I'll link it here in case anybody is interested
https://www.doomworld.com/idgames/prefabs/testmap
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Re: [v3.2] Kinsie's Gameplay Mod Test Map
So the other day, while testing some stuff related to Death Exits in a mod of mine, I decided to take DOOMTEST.wad and update it with a controlled death exit switch. It's next to the other exit types near the start. I didn't do this for the other maps because I'm not sure how you'd similarly induce a death exit in Heretic and Hexen modes. :V
I figure I'd offer this revised version if you/others want to use it or make it an official update.
I figure I'd offer this revised version if you/others want to use it or make it an official update.
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Re: [v4] Kinsie's Gameplay Mod Test Map (Updated 12 Feb 22)
Hola! I was reminded that people find this useful the other day, so I wrapped up a long, long overdue update.
All Maps:
Added tests for doors, lifts, crushers (including crushing polyobjects), fall damage, self-building staircases and teleporters.
Doom:
Added tests for several common portal types
Added a room with an Icon of Sin setup for testing that stuff
Added a death exit switch (seperate to Lord Misfit's, I completely forgot to check this thread first!)
Strife:
Did my first pass on a Strife test map. Not finished. Tell me what you need and I will add it.
All Maps:
Added tests for doors, lifts, crushers (including crushing polyobjects), fall damage, self-building staircases and teleporters.
Doom:
Added tests for several common portal types
Added a room with an Icon of Sin setup for testing that stuff
Added a death exit switch (seperate to Lord Misfit's, I completely forgot to check this thread first!)
Strife:
Did my first pass on a Strife test map. Not finished. Tell me what you need and I will add it.
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Re: [v4] Kinsie's Gameplay Mod Test Map (Updated 12 Feb 22)
The Strife test map is excellent, Kinsie! The only things I would add to the map is a way to activate different game endings and a way to spawn the ceiling turrets. Otherwise, this is very handy for testing gameplay mods that have Strife compatibility.