snapshot Posted May 31, 2016 It' s cool how people started making these, Sky looks like it's made from Red smoke . (looks like a 90s-ish wad) . EDIT : It's out, Code is : VCTNFHVK 0 Share this post Link to post
MusicallyInspired Posted May 31, 2016 I didn't think SnapMap could be manipulated in this way...I love it when gamers break things. It allows for so much more interesting creativity. 0 Share this post Link to post
Tuaam Posted May 31, 2016 The maps look more like a Team Fortress 2 map in early alpha or classic doom. The best part about this "brush" technique is that it doesn't take alot of memory/cpu/network space up so you can use it extensively. The only rooms you need to place are the observation rooms. 0 Share this post Link to post
Tuaam Posted May 31, 2016 julz_d said:Wait how do you make a fake sky? I assume they use smoke or volumes made to look like skies. 0 Share this post Link to post
julz_d Posted June 1, 2016 Well if I could find any of the maps I could probably open in the editor and at least look 0 Share this post Link to post
VentedPennies Posted June 1, 2016 It's red smoke volumes against solid black player blocking volumes. You should be able to get a similar effect with white smoke and blue volumes to create an open sky, but I imagine it'll look rather cartoony (stylized). The lava is also a player blocking volume with red color and texture. I think everything in those pictures are player blocking volumes in some manner or another. I do wonder which module he used. 0 Share this post Link to post
ChickenOrBeef Posted June 2, 2016 Does anyone know the name or code for the map in the OP? 0 Share this post Link to post
DoomPhreak Posted June 2, 2016 The volumes blocks don't block the demons, so you have demons passing through walls and stuff, which is kind of immersion-breaking. I like the creativity, of course. Maybe Bethesda would update SnapMap to allow volumes to block everything. 0 Share this post Link to post
julz_d Posted June 2, 2016 I looked at this in the editor after I beat the map. Quite cluttered heh 0 Share this post Link to post
Jesric1029 Posted June 2, 2016 You could use barricades just outside of the player blocking volume in order to keep demons from passing through. Would use more objects and not correct in all situations but hey it could work. 0 Share this post Link to post
VentedPennies Posted June 2, 2016 Do you mean just inside so the volume is obstructing the prop from view? 0 Share this post Link to post
Jesric1029 Posted June 3, 2016 Yeah that's what I meant, sorry. It wouldn't work in all situations but it could help. I'm not sure why there is no AI blocking volume. 0 Share this post Link to post
julz_d Posted June 3, 2016 They need to change that completely and just call it blocking volume set in the options what you want to block 0 Share this post Link to post
sheridan Posted June 6, 2016 They likely don't allow volumes to block AI characters because it would mess with their pathfinding data/algos. 0 Share this post Link to post
VentedPennies Posted June 6, 2016 Which is a shame because that kind of stuff would allow some cool tricks. 0 Share this post Link to post