This is a quick and ugly looking test map I put together when developing MetaDoom, that has slowly expanded out as I've needed to check things quickly. DrPySpy has been using it recently for his own projects, and I've received interest from others in using it, so I'm throwing it out there publicly for other people to play with.
Directly in front of you at the start of the map is a small jungle-gym like area with bridges in both 3D floor and old thing-based forms, as well as a lift up to a great height to dive off of. Beyond that is a large elevator that upon being activated, goes really deep downwards at a slow rate. This is useful for debugging actors that don't deal with moving platforms very gracefully (or at least, without fucking the framerate - try loading up High Noon Drifter and throwing a bunch of grenades down there!)
The left hand room contains every weapon and item pickup (except keys), along with switches for spawning monsters. The right hand room contains every prop (as well as keys), a selection of animated floors, every damagefloor type, and a deep pool of swimmable water. It also contains some Keens for testing stuff relating to that actor's unique script behavior.
Directly behind your start point is a room with a mirror for checking player sprite animations from more angles than just behind. Jutting off from it are two smaller shoot-off rooms. One is pitch black, making it useful for testing flashes, brightmaps, bright sprites and other things you want to glow. The other has normal, secret and endgame exit switches, for testing intermissions and other such nonsense.
It's recommended that you edit your INI so that these files autoload when the appropriate games are started:
Code: Select all
[doom.Autoload] Path=C:\Path\To\doomtest.wad [doom.doom2.Autoload] Path=C:\Path\To\doomtest.wad [heretic.Autoload] Path=C:\Path\To\heretest.wad [hexen.Autoload] Path=C:\Path\To\hextest.wad [strife.Autoload] Path=C:\Path\To\strftest.wad
Hope this helps!