Released that map - 8MNSV5S2
"The Hellish Yard", it's classic DM with full weapon slots and pistol start
I think that's my most favorite object description by far:
[IMG]http://puu.sh/qjxK8/c848b88e6f.jpg[/IMG]
[QUOTE=Gamaz;50800074]I think that's my most favorite object description by far:
[IMG]http://puu.sh/qjxK8/c848b88e6f.jpg[/IMG][/QUOTE]
I really do love how in tune id is with the community.
[sp]doot[/sp]
[QUOTE=Lyokanthrope;50800143]I really do love how in tune id is with the community.
[sp]doot[/sp][/QUOTE]
Which is kind of a weird feeling, it just shows how they genuinely care about the community, the content that they make, the culture and all the jokes that they create (doot), which just beats how a lot of developers/publishers send out messages like "We care about our players ;)" on media websites to give the impression that they know what their community looks like and what they want. Also, it's surprisingly nice how with a lot of the things that people asked for they even made the changes that a lot of people would consider minor, like toggling touch on weapon pickups.
Was this posted?
[video=youtube;H6emKRhNk24]https://www.youtube.com/watch?v=H6emKRhNk24[/video]
[QUOTE=The_J_Hat;50797169]Yeah these update sizes are ridiculous[/QUOTE]
When's the update that consists of 30GBs of sounds?
-Fixed an issue which prevented users from assigning menu-specific actions to the Steam controller. (PC)
What does this actually do? I can't really see what this does.
I've looked around in the BPM settings and the Controller settings in-game, but found nothing.
It seems to have fixed the Dossier and Photo Mode issue where you couldn't rotate the camera or control the automap, but that isn't really about assigning actions to the Steam Controller.
[QUOTE=maniacykt;50800367]Was this posted?
[video=youtube;H6emKRhNk24]https://www.youtube.com/watch?v=H6emKRhNk24[/video][/QUOTE]
Honestly, the atmospheric lighting I don't mind. I can even not be bothered by the gameplay tweaks. But while the sounds are a lot better than they were before from the last test, they still clash with the unchanged low-fi sound quality from the original game, and that new starry sky texture is kind of jarring. I also think he went a little overboard on the Nightmare Imps. The bastards not only turn invisible sorta, but also cross a room [i]faster than a Pinky.[/i]
Here's hoping he releases the maps separate of the gameplay changes.
[editline]30th July 2016[/editline]
Shit, he's being stupid with the difficulty. A Spider Mastermind on Map 10 on UV, plus the re-addition of Revenants and Chaingunners.
[QUOTE=RikohZX;50801347]Honestly, the atmospheric lighting I don't mind. I can even not be bothered by the gameplay tweaks. But while the sounds are a lot better than they were before from the last test, they still clash with the unchanged low-fi sound quality from the original game, and that new starry sky texture is kind of jarring. I also think he went a little overboard on the Nightmare Imps. The bastards not only turn invisible sorta, but also cross a room [i]faster than a Pinky.[/i]
Here's hoping he releases the maps separate of the gameplay changes.
[editline]30th July 2016[/editline]
Shit, he's being stupid with the difficulty. A Spider Mastermind on Map 10 on UV, plus the re-addition of Revenants and Chaingunners.[/QUOTE]
I personally thought nightmare versions of monsters are a nice touch. Creates a nice "survivor horror"-esque feeling, forcing you to fire wildly, just like in horror movies.
I can see those nightmare imps becoming real annoying after a few encounters.
Is the Origin speaker voice from SnapMap used in any other part of the game?
I get the feeling that it's teasing a singleplayer expansion...
[QUOTE=RikohZX;50801347]Honestly, the atmospheric lighting I don't mind. I can even not be bothered by the gameplay tweaks. But while the sounds are a lot better than they were before from the last test, they still clash with the unchanged low-fi sound quality from the original game, and that new starry sky texture is kind of jarring. I also think he went a little overboard on the Nightmare Imps. The bastards not only turn invisible sorta, but also cross a room [i]faster than a Pinky.[/i]
Here's hoping he releases the maps separate of the gameplay changes.
[editline]30th July 2016[/editline]
Shit, he's being stupid with the difficulty. A Spider Mastermind on Map 10 on UV, plus the re-addition of Revenants and Chaingunners.[/QUOTE]
I'm just happy to see more Doom 64 content. It's a shame that so few people do anything with it or its assets. Hopefully he changes the pickup sounds, it always bugged me that there was like 1 pickup sound for everything.
[QUOTE=LTJGPliskin;50801541]Is the Origin speaker voice from SnapMap used in any other part of the game?
I get the feeling that it's teasing a singleplayer expansion...[/QUOTE]The Origin is the voice that does the "Until It Is Done" spiel at the very, very start of the campaign.
It's also performed by the same actor who does the Demonic Voice, which is probably why they added it. :v:
That's funny because I used the origin voice for a countdown and i pitched it down to make it sound like a demonic countdown.
Anybody know how you'd set up logic for announcements, like having "you are winning" play when you take the lead or "you are losing" play when you drop the lead? I know how to set it on a certain score reached but that's about it. Or having it say "you win/lose" only if you are that corresponding player?
[editline]30th July 2016[/editline]
[t]http://images.akamai.steamusercontent.com/ugc/494652797704175086/A7BB1E6651D4BBFD2C589D331E22A173364F0109/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/494652797704173662/1E97A728B30BF103AB6DDE1F7BE2DBAE595A30C7/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/494652797702299566/2D84D8529F05D221DD178CBD3816B62E612C4A30/[/t]
too much?
I hope snapmap continues to get updates like this. It's already a lot better than it was at release and I feel like it could be pretty damn great with more additions. I'd really like to see a Mars surface tileset too. This Hell set has proven that snapmap can do pretty good outdoor areas so I don't see why not.
Love the update. Would probably love it more if it didn't crash the game so much.
What other game CTDs on a PS4? This is really ridiculous. I had to make the same map twice because it crashed when I was making it. Now I have to make it again because the game is unstable.
I hope we get some stability patches soon.
[QUOTE=shotgun334;50798813]so I'm not a fan of the overly-electronic bits of the OST, nor do I like BFG Division (ew, djent in any form whatsoever)
but this game's soundtrack reminds me of the original's in that it's kind of a reflection of metal up to the point of its release, as it seems to incorporate elements of nu-metal, djent, neo-thrash, and modern metal/deathcore into a weird stew that sometimes works and sometimes doesn't, with a whole bunch of modern electronic music in there at times and the occasional bit of really good ambient
the stuff that [i]doesn't[/i] is mostly the fault of nu-metal and djent, which is mostly a reflection upon myself as a metalhead in that I lean more towards purism in regards to those two genres
every once in a while, something reminds me of rammstein
hey, civ, can I ask for some elaboration? not b/c I dislike the rating but because I enjoy talking music and I'd like to know if that was a disagree based on "I like the music you point out" or "I disagree with your points"[/QUOTE]
I honestly don't believe that a pure Metal style of music would fit this game well. DOOM 16's atmosphere is far different than any of its predecessors, even if it borrows a few elements here and there. It's far grittier, and the UAC facilities feel like a dark, grungy, industrial hell in the deep mining stations, and the Lazarus Labs and Advanced Research sections feel like a sterile, high tech, facade for the whole thing.
I like how the music reflects that too.
The dark mining facilities have the gritty industrial music crossed with djent and more traditional metal riffs on certain occasions, while the cleaner Lazarus facilities have a more electronic, synthesized style of music, bordering between dark synth, industrial, and electronic.
Each style of music works to its own merit, and helps build the atmosphere for each area.
I understand that it comes down to musical preference in the end, and if you don't like the styles of music used, then it'll be hard to find enjoyment in the OST, but as someone who does really enjoy industrial, dark synth/synth in general, and all of the other elements used, I'd honestly put it pretty high on a list of best OSTs for a AAA game in years, especially with how its used in game to push atmosphere and the intensity of battle or suspense of quiet portions of the game.
BFG Division alone is probably one of the best examples of all of this, mixing the high pitched synth to match the high tech areas you fight in, while using the grungy mix of djent and industrial in the guitars and drums to push just how intense those fights get.
The song sounds sinister, intense, and it's pretty damn catchy.
And really, to top it off, I applaud Mick for being brave enough to try something new.
If I were him, I would've been terrified to do anything other than straight up metal like the originals because I'd be afraid of being torn apart for not "properly carrying the legacy", but I feel like his use of deep droning ambient tracks, with the occasional dark synth ambience (Suspense), and mixture of dozens of different genres of music to create something really unique to this game itself, has given the game an OST that a lot of other games will struggle to match.
if its any credit, I usually end up turning the music off in games right away, but I left the music on in Doom because I feel like it fits really well and would be lacking without it.
[QUOTE=Bloodshot12;50801721]That's funny because I used the origin voice for a countdown and i pitched it down to make it sound like a demonic countdown.
Anybody know how you'd set up logic for announcements, like having "you are winning" play when you take the lead or "you are losing" play when you drop the lead? I know how to set it on a certain score reached but that's about it. Or having it say "you win/lose" only if you are that corresponding player?
[editline]30th July 2016[/editline]
[t]http://images.akamai.steamusercontent.com/ugc/494652797704175086/A7BB1E6651D4BBFD2C589D331E22A173364F0109/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/494652797704173662/1E97A728B30BF103AB6DDE1F7BE2DBAE595A30C7/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/494652797702299566/2D84D8529F05D221DD178CBD3816B62E612C4A30/[/t]
too much?[/QUOTE]
The new level sets are cool, but those look a bit barebones, especially the last one. Did they add more props and details for rooms yet? I got tired of running through a series of almost empty hallways/rooms aside from a few boxes in most snapmaps. It's the use of detail that's really going to help distinguish between snapmaps people make. I've seen some great ones where people do interesting stuff merging assets and hopefully id keeps adding stuff to facilitate that.
Dude that's a completely custom room i made out of props to remake a quake map. They added a static setting for them which means they no longer affect network limits, which means you can put like a million of them to make/customize your map.
[t]http://images.akamai.steamusercontent.com/ugc/494652797706163433/227FE109E4B990F10E69E75FAB3A5024A4606592/[/t]
Stuff like this now doesn't gimp the rest of your map, and they even added a ton of light styles so you can customize things even more
Hey, any 6DoF fans in here who backed Overload: Check yer emails, they just released a new demo for August 2016.
[QUOTE=Trainbike;50801933]I hope snapmap continues to get updates like this. It's already a lot better than it was at release and I feel like it could be pretty damn great with more additions. I'd really like to see a Mars surface tileset too. This Hell set has proven that snapmap can do pretty good outdoor areas so I don't see why not.[/QUOTE]I believe the official plan is a full year of post-release DLC, including free Snapmap updates.
Working on a Deathmatch thing
[t]http://i.imgur.com/4AUNAyf.png[/t]
[t]http://i.imgur.com/ZleaY8O.png[/t]
[t]http://i.imgur.com/gcHoCrk.png[/t]
That second shot reminds me of UT99
Are you using those flat altar pieces for the floor?
[QUOTE=Bloodshot12;50806516]That second shot reminds me of UT99
Are you using those flat altar pieces for the floor?[/QUOTE]
Yep, they work great as a flat stone floor. Just used some metal to cover up the sides and it looks great.
On a side-note, dear god these launch pads suck.
I wonder if they're just bugged, because the pad can't launch you to a set destination more than a few feet away.
A lot of the distant areas in my map rely on launch pads and you use them to get back to the top of the map, but I can't use them because of the ridiculously short reach they have.
[editline]31st July 2016[/editline]
Actually got them to work now.
You have to crank up the speed [I]really[/I] high for them to reach farther distances.
A bit of an odd system, but at least it works.
Could always use multiple pads to leapfrog a player over
[QUOTE=The Civ;50806680]
Actually got them to work now.
You have to crank up the speed [I]really[/I] high for them to reach farther distances.
A bit of an odd system, but at least it works.[/QUOTE]
Yeah, i guess you can think of the speed as the "strength" of the push, kind of like a trigger_push in Quake
Also are you setting your geometry to static? Your network limit seems awfully high
[t]http://images.akamai.steamusercontent.com/ugc/494652797708247381/C0FA11B2E62BA41861F0FFB5DAD7E2534A6B56DE/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/494652797708252140/A56C17160B0CE70583FB64BC0AA47FBE9EC09023/[/t]
I really like these panels, having ones you can put text on and touch like the SP makes things seem a little bit more SP like and less hacky than putting floating text in front of them.
[QUOTE=Bloodshot12;50806748]Also are you setting your geometry to static? Your network limit seems awfully high
[/QUOTE]
Thanks for the heads-up on that.
This is my first real "delve" into SnapMap outside of my E1M8 recreation, so I'll definitely do that.
Definitely finding SnapMap a lot more fun with these new features, and being able to tailor things to make a more specific experience.
[QUOTE=Bloodshot12;50806748][t]http://images.akamai.steamusercontent.com/ugc/494652797708247381/C0FA11B2E62BA41861F0FFB5DAD7E2534A6B56DE/[/t][/QUOTE]
This is irritating me.
[img]http://puu.sh/qldRh/2fd795aa20.jpg[/img]
[t]http://i.imgur.com/zv4VTRP.png[/t]
These will haunt my dreams
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