Add Movement library integration with comprehensive test environment: include Movement.csproj reference, create LibraryTest scene with player controller, multiple test areas (bunny hop platforms, surf ramps, vertical tower, speed corridor), advanced lighting setup, input mappings for WASD/gamepad movement controls, and DebugHUD integration
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Scenes/Testing/EnhancedTestMap.md
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Scenes/Testing/EnhancedTestMap.md
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# Enhanced Movement Test Map
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## Design Philosophy
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This test map is specifically designed to test Source Engine-style movement mechanics:
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- Bunny hopping
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- Air strafing
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- Strafe jumping
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- Surfing
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- Crouch jumping
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- Speed preservation
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## Map Sections
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### 1. Central Hub (Spawn)
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- Large 100x100m floor
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- Clear sightlines to all test areas
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- Color-coded sections for easy navigation
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### 2. Strafe Jump Course (Front-Right)
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- Series of platforms requiring air strafing
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- Progressive difficulty (gaps get wider)
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- Tests momentum preservation and air control
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### 3. Vertical Tower (Back-Left)
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- Multi-level structure
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- Tests jump height and climbing
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- Crouch-jump challenges
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### 4. Speed Corridor (Right)
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- 50m straight corridor
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- Distance markers every 10m
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- Tests acceleration and max speed
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### 5. Surf Ramps (Left)
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- Multiple angled surfaces
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- Tests surfing mechanics
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- Speed gain/loss on slopes
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### 6. Bunny Hop Track (Back)
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- Flat area with markers
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- Tests consecutive jumps
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- Speed preservation measurement
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### 7. Obstacle Course (Front-Left)
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- Mixed challenges
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- Stairs, walls, gaps, ramps
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- Real-world movement scenarios
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## Color Coding
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- **Blue (Cyan with glow)**: Jump targets/platforms
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- **Orange**: Ramps and slopes
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- **Brown**: Stairs and steps
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- **Red**: Walls and boundaries
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- **Dark Gray**: Main floor
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- **Green**: Speed markers (to be added)
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## Recommended Additions
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1. **Distance markers** - Visual indicators every 5-10m
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2. **Height markers** - Show platform heights
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3. **Speed zones** - Areas that show your speed
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4. **Checkpoints** - For timing runs
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5. **Respawn points** - Quick return to sections
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