• DOOM and Retro FPS Megathread v5 "Rip and Tear"
    4,999 replies, posted
[QUOTE=doommarine23;51227631]I was going to mention actually that the patchnotes you mentioned are a month old, that update (private matches) was released already.[/QUOTE] Well damn. I'd use :derp: but that's gone now.
A bit late maybe, but still [media]https://twitter.com/DOOM/status/788824892582072320[/media] [editline]19th October 2016[/editline] A closer look at the pic, high res [img_thumb]http://i.imgur.com/luEMUZS.jpg[/img_thumb]
Classic Doom modules for Snapmap? Neat. I actually think it'd be cool to see if we could get Arcade Mode setups implemented in Snapmap, too.
If its any comfort, a lot of what Arcade mode does is already recreatable in Snapmap. It might just not look as polished and sexy. In fact, now I'm tempted to make some dumb mini Snap-Arena "Campaign"
[QUOTE=doommarine23;51228176]If its any comfort, a lot of what Arcade mode does is already recreatable in Snapmap. It might just not look as polished and sexy. In fact, now I'm tempted to make some dumb mini Snap-Arena "Campaign"[/QUOTE] I mean with the special items you shoot and and the neat interface, now that Campaign UI stuff is in Snapmap apparently. Yeah, it can recreate these things with enough logic coding right now, but it'd just be real neat y'know?
[QUOTE=RikohZX;51228205]I mean with the special items you shoot and interface, now that Campaign UI stuff is in Snapmap apparently.[/QUOTE] I figured that is what you meant, I will have to play around with it but I am sure something similar is possible. Also this "load next map" thing is incredible. Not only can you load maps you've made and thus make entire campaigns (something the Bethesda rep promised on launch...) but you can also load any one else's snapmap too! Basically this is incredible for a million reasons ranging from collabs to making big ol hub-worlds which I am doing right now. Of course, to have a truly seamless experience the maps you send players into should send you back into the hub.
If there was a way to have a global variable that carries back to the hub somehow, you could literally Quake it up. But I doubt that's possible.
[QUOTE=RikohZX;51228366]If there was a way to have a global variable that carries back to the hub somehow, you could literally Quake it up. But I doubt that's possible.[/QUOTE] They mentioned copy and pasting variables and objects from one map to another but I don't know if that just means legit copy and pasting or if you can copy things from one map to another. At the very worst, we'll have maps where you can go back and fourth but no saved data like score. Which I still think is pretty alright for something like Snapmap, never thought it'd be even half this powerful.
Man, one step closer to true co-op campaigns, even if they are snap-maps :v:
[QUOTE=Pretiacruento;51227821][img_thumb]http://i.imgur.com/luEMUZS.jpg[/img_thumb][/QUOTE] Why didn't they put 'Super Turbo Turkey Puncher 3' on that though?
[QUOTE=GHOST!!!!;51228409]Why didn't they put 'Super Turbo Turkey Puncher 3' on that though?[/QUOTE] Because that's a trademark infringement. Nabcon owns that, duh :v:
[QUOTE=Dantz Bolrew;51228423]Because that's a trademark infringement. Nabcon owns that, duh :v:[/QUOTE] [video=youtube;33h-78eLkus]https://www.youtube.com/watch?v=33h-78eLkus[/video]
[QUOTE=Mabus;51227563]Content will probably be limited to one new multiplayer boss, a weapon and a game mode. Piss.[/QUOTE] You were wrong. [editline]19th October 2016[/editline] [video=youtube;M4rWwS60NRs]https://www.youtube.com/watch?v=M4rWwS60NRs&feature=em-uploademail[/video] [editline]19th October 2016[/editline] This is neat, this is the Classic Map template that came with the new update, there is an 'End level' screen [t]http://i.imgur.com/Cfhug4z.png[/t] [t]http://i.imgur.com/VhHf1NP.png[/t] [t]http://i.imgur.com/o2wdOmu.png[/t] [t]http://i.imgur.com/y1EBKao.png[/t] [t]http://i.imgur.com/LN5NAI7.png[/t] [editline]19th October 2016[/editline] haha when you die in Classic Doom maps in Doom 4 Snap Map your charater model mimics the player sprite death animation
[url=https://www.reddit.com/r/Doom/comments/58c5du/free_update_4_availble_now_release_notes]Here's the patch notes btw[/url] It looks like SnapMap got a ton of great new additions, not just the new classic modules.
so much new beautiful shit i love it now i want to make new maps [editline]s[/editline] i want a lift object
[quote]Custom Environment Creation Detailed hotspot and [b]tiling textured blocking volumes can be used to create custom environments[/b] Decal Tool to add blood, numbers, demonic symbols, grime, corrosion, and more to your maps Massive update of new Hell and UAC environment props Added new container object models[/quote] Snapmap keeps getting better and better.
[QUOTE=GHOST!!!!;51224453]So I fired up DOOM today and all the music and shit is in a lower pitch, anyone else had this problem?[/QUOTE] Turns out it's not just music, it's fucking everything Hayden sounds ridiculous now rather than cool, I don't get what's going on, it's only happening in DOOM.
This update has added so much stuff that I wanted for Snapmap. Decals, building blocks, corpses and tons more. This is a huge step in the right direction yet again.
i am going to cry making a skybox is so hard because you cant align 2048x2048 planes with the wall perfectly why cant we just have gizmos to make precision movements
We really need them, especially since now we have to align them for skyboxes [t]http://images.akamai.steamusercontent.com/ugc/472142411506289200/57A95E609379A19D7DB0A8F50F902F99F6C9C395/[/t] I didn't make anything fancy for the ground since this was like 10 min, but this is great, all blocking volumes EDIT: [t]http://images.akamai.steamusercontent.com/ugc/472142411506529297/B5568241E038CDABDA9DA3C76C285468AEA84C5A/[/t] [t]http://images.akamai.steamusercontent.com/ugc/472142411506529620/0A02981EDCD0BBF6AEE07BF14F915226AB7885E7/[/t]
From the E1M1 map before you really start it up. [t]http://images.akamai.steamusercontent.com/ugc/243584730417496431/C4229094B1FC22D8B6F6B27D3A3A7507725F8BBC/[/t] [t]http://images.akamai.steamusercontent.com/ugc/243584730417496746/FE2A29DF9DF5E01CD3FC124A0C67AE2A2759DC77/[/t] [t]http://images.akamai.steamusercontent.com/ugc/243584730417497061/9DA47DB9AA513409F6333483347FE8ECCA5DEB83/[/t]
[QUOTE=Lett1;51226830][URL="http://www.eurogamer.net/articles/2016-10-19-doom-2-modder-spends-300-hours-making-a-three-hour-level"]http://www.eurogamer.net/articles/2016-10-19-doom-2-modder-spends-300-hours-making-a-three-hour-level[/URL] [Thumb]http://puu.sh/rNWaU/7c304af5f0.png[/Thumb][/QUOTE] Nie. I should finish Disjunction but I've been caught by other bullshit.
Also, I was in Snap E1M3 when my game crashed. I'm starting to wonder if I should switch back to OpenGL instead of Vulkan, see if the game's more stable there.
i went back to snapmap and i have found out how to do a skybox its excruciating but worth it
[t]http://images.akamai.steamusercontent.com/ugc/472142411506751581/5D764FE82B47A6464E22D26F775B7AC40D0BB04D/[/t] Doom (3)
[QUOTE=Jimesu_Evil;51230855]Snapmap keeps getting better and better.[/QUOTE] And they still have silly descriptions. I love the descriptions in Snap-map
I was quicker than Gearbox despite having work to do on the side, and made a fix for the sound issues in Duke Nukem: World Tour myself: [url]https://www.mediafire.com/?bcu8hc5ior4q9kt[/url] This pack contains higher quality oggs than what you would normally extract from the GRP. I just recorded them directly.
okay, even in OpenGL, their E1M3 keeps crashing me for some reason or at least, the entire game freezes up, nothing happens, and if I ctrl+alt+del (alt+tab doesn't work) and come back to it, it shows the pause menu but it's still frozen
THQ Noridc just released Painkiller Overdose to GOG and holy shit at the discount [url]https://www.gog.com/game/painkiller_overdose[/url]
Wasn't Overdose super badly made?
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