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Re: Doom Snap Map
Posted: Sun Jun 28, 2015 10:29 am
by Hipshot
I think the moves are disgusting, not because of the violence, but because of how they slow down the game, even if you don't do them, there's no need to give the player a choice. Same with that stupid slow-down-weapon selection wheel, but I heard you don't need to change weapon like that.
Re: Doom Snap Map
Posted: Sun Jun 28, 2015 2:07 pm
by Eraser
I have no problem with the finishers because they are anything but realistic. It's way over the top, almost a caricature of itself. Don't take the violence too serious, similarly to how you don't take the violence in Tom & Jerry serious. That's the only way to approach this.
Re: Doom Snap Map
Posted: Sun Jun 28, 2015 4:35 pm
by GODLIKE
Interesting... I feel like the user-friendliness probably limits the options for geometry creation (brushwork can do anything, this probably can create many permutations of the lego pieces that the tool ships with, only)... But since I don't have my hands on it, I could be wrong.
Not that I have time to do ANYTHING with it? But I like the idea of id keeping the door open for user-created content.
Re: Doom Snap Map
Posted: Sun Jun 28, 2015 8:37 pm
by AEon
To bet honest I would have preferred the more "open-worldy" Rage II instead.
Re: Doom Snap Map
Posted: Wed Jul 01, 2015 4:09 pm
by m4xpower
The whole game looks terrible and repetitive - probably even because of that LEGO-Editor. The finishing moves - fun and funny in brutal doom - are breaking the already "slowish" game play. The game itself basically looks like this:
https://youtu.be/I9dQFSIJhOQ just darker and with generic scifi-weapons.
Opting for UT2015...
Re: Doom Snap Map
Posted: Wed Jul 01, 2015 5:05 pm
by AndyW
WOW.. Never played that Game but the Outside-View of this Map(in the Video) looks really cool!
Re: Doom Snap Map
Posted: Fri Jul 24, 2015 4:07 pm
by InsaneKid
Did anyone map something for RAGE? I think, its all pre-defined ...
And because of the brutal killing moves (esp. on other players),
it will be indicated (in germany), i guess!
But it will be the best game of all times!

I already started to save some money! (Y)
Re: Doom Snap Map
Posted: Fri Jul 24, 2015 5:02 pm
by Theftbot
Re: Doom Snap Map
Posted: Sun Aug 09, 2015 11:11 am
by Infernis
There will be
no SDK or advanced editor. Snapmap will be it. I'm so disappointed right now.
Re: Doom Snap Map
Posted: Sun Aug 09, 2015 7:16 pm
by Eraser
Wow, sounds like it's a lot like the editor in something like Timesplitters.
[youtube]Tz5enO0ZXqA[/youtube]
Re: Doom Snap Map
Posted: Sun Aug 09, 2015 7:57 pm
by MKJ
lol id
Re: Doom Snap Map
Posted: Tue Aug 11, 2015 4:08 pm
by Pat Howard
that sucks. maybe they got discouraged by the lack of modding that went on in Rage. then again, did anyone here really enjoy rage? honest question - i never played it. i'm just wondering if the lack of modding was due to the game being bad or if it was the difficulty of the map editor, or a combination of both?
Re: Doom Snap Map
Posted: Tue Aug 11, 2015 6:29 pm
by AEon
I actually like Rage a lot... exploration and many other fun things to do where pretty neat. On the other hand I am not really looking forward to DOOM IV... I would have preferred Rage II.
IIRC, you needed insane hardware to mod for Rage, and even then it was really clunky and slow. And it was a huge undertaking to create anything worth mentioning. So most folks, like probably all the old-timers here, just skipped it.
I still see the future of Q3A in Reflex mapping. Hopefully that will become true... apparently Reflex will have bot support... so solo playing off-line should be fun too.
Re: Doom Snap Map
Posted: Tue Aug 11, 2015 7:27 pm
by KittenIgnition
I enjoyed rage somewhat, but quake has killed single player games for me - I can't simply play for the story any more; I have to explore and break whatever I can. Rage didn't have a whole lot to explore, and the story was pretty meh. I liked strafe jumping, and the levels were pretty, albeit really lacking in texture quality. I dunno, I would try making something for rage but the toolkit doesn't work for me, and just getting the game to run was a lot. The fact that it was a port made it kinda sad too; it had really bad mouse support.
Re: Doom Snap Map
Posted: Tue Aug 11, 2015 9:58 pm
by fKd
Rage was awesome, except for the final mission. No sense of closure at all.
Re: Doom Snap Map
Posted: Thu Jan 28, 2016 8:31 am
by Eraser
It's looking pretty cool actually:
http://www.gameinformer.com/b/features/ ... eapon.aspx
Re: Doom Snap Map
Posted: Thu Jan 28, 2016 4:35 pm
by obsidian
It depends on how extensible Snap Map will be. Can I import my own textures and models? If so, it would still allow a fairly large degree of creative freedom. I can't tell from the videos, but I hope I can also make a lot of non-axial layouts.
Re: Doom Snap Map
Posted: Thu Jan 28, 2016 4:57 pm
by Dangel
It seems to me that you wont be able to import your own textures and stuff, at least not at the beginning. Because in the video they also state that the finished mods and maps will only be a few kilobytes in size as everybody already has the textures and models on his computer. He specifically mentions that content created with snap map should be as accessible as possible so that they allow for a nice gameflow without downloading necessary files. I hope im wrong though.
Re: Doom Snap Map
Posted: Thu Jan 28, 2016 7:04 pm
by AndyW
I think it will be like an Drag&Drop of prefabs only, looks like an Smartphone App. Hopefully im wrong with that!
They also said that everyone can edit your work after downloading it.
EDIT:But im happy when its out, Doom3 was not my Game

Re: Doom Snap Map
Posted: Thu Jan 28, 2016 11:45 pm
by fKd
Sometimes having these restrictions just mean you have to work a bit harder to come up with original stuff. I'm sure after a few weeks there will be some brilliant stuff out there.
Should be an interesting game, after the next Witcher 3 expansion (which I'm fully amped about) this is my next purchase.
Re: Doom Snap Map
Posted: Fri Jan 29, 2016 12:41 pm
by Eraser
I don't doubt that you can create quite a few interesting things with SnapMap.
I've been inspired by John Romero releasing a new Doom map. Never having done any Doom mapping myself, I downloaded DoomBuilder 2 and started hacking away at a map of my own. I don't use any custom textures or other assets nor any of the "advanced" features zdoom offers, but I love doing this, mostly because there's such a pile of limitations to work with. Having all these limitations really forces you to stretch your mind and come up with interesting things to do with the tools that are available to you. I find it more pleasing than having an engine that can do everything (although that probably also has to do with the short amount of time it takes to set up an initial layout for a Doom map compared to doing the same in, say, Quake 3).
Re: Doom Snap Map
Posted: Fri Jan 29, 2016 9:54 pm
by AEon
SnapMap, IMO, is nice for those that are mapping-challenged, i.e. never built any maps, and want to play around with a simple layout and have an idea or two about item placement. And if they and their friends get some fun out of putting in very little effort... than that is fine and does the "fun" part of the job the editor set out to do.
But that means endless repetition of the same design, and pretty much same layouts of maps, and this will get really boring very fast. And the way things look, if you actually want to create your own modular map parts, that will be hugely difficult and time consuming... if not impossible.
So I like the idea... but if you cannot really do anything creative with it yourself, it is pretty much pointless. Generic mapping just is not going to do it... well at least not for me.
Should the editor be very much more flexible, please point that out to me, but I doubt it.
Re: Doom Snap Map
Posted: Sun Jan 31, 2016 3:35 am
by obsidian
If you fast forward to about 23:05, Marty Stratton talks about some of the gameplay triggers that you can do in Snapmap that seems kind of interesting.
[youtube]NrIMb-ro-UI[/youtube]
Re: Doom Snap Map
Posted: Sun Jan 31, 2016 3:40 pm
by AndyW
THX 4 the link Obsidian!
But i still dont know if i can do my own geometry and or prefabs, i think only time will tell.

I dont want to escort a zombie or make spawn boxes in a race-map.
Dont get me wrong, im really waiting for this game -but id would be nice to "edit" it the old fashioned style too!
Re: Doom Snap Map
Posted: Sun Jan 31, 2016 5:41 pm
by Eraser
AndyW, I think Rage has shown us that the prerequisites for building an idTech 5 map are so steep that it's something hardly anyone attempts. I think SnapMap will invigorate the modding community rather than kill it with "dumbed down" tools. There's very little left to kill anyway.
Also, from what I've seen, SnapMap allows you to do some interesting things with event driven triggers that allow you to create a wide diversity of goals and gameplay mechanics. I think the most interesting things won't come from layout planning but rather from what people can do with the "scripting" system.
When approached from a competitive Arena shooter's level designers' perspective, that may seem like dumbing down the whole thing. Sure, maybe that's one way to look at it, but I look at it in a more casual way. In my mind, I'm drawing parallels to Mario Maker.
Personally, I doubt Id Software will bother with releasing full fledged level design tools. Their money (both literally and proverbially) clearly is on SnapMap so I don't think they'll release a level editor limited to PC users which requires a godawful lot of support as well.