Potatoguy Posted December 8, 2016 I unlurked to post up new info! New update for Doom, so Snapmap gets even more crud! Multiplayer Added new game mode, Infernal Run Teams fight to obtain the ball and score in the opponent’s goal Added Bots for multiplayer Bots are available on original multiplayer maps in Team Deathmatch and Deathmatch game modes Increased the maximum level cap to Echelon 11, level 50 Added the DOOM Marine Armor (Praetor Suit) as unlockable perk for achieving maximum multiplayer level cap Resolved an issue where rapid controller input caused unusually high shotgun damage SnapMap You can now play as the DOOM Marine in Praetor Suit Armor Added over 30 Lazarus Lab–themed modules Added Lazarus Lab–themed props Improved Object Limits Persistent Integer variables that can be passed between missions within a campaign Save and restore your health/armor/ammo/weapons/equipment/max weapon slots/inventory Added the ability to Get and Set Score You can now access the Leaderboard Score in the HUD Added new (first-person view) Player Camera Entity Added camera rumble FX and sounds Added new player modifiers Ledge grab time, power-up time, barrel damage, equipment cool down Plasma weapon mastery Additional single-player Interactables New single-player styled Objective HUD Added single-player Compass General single-player consistency pass on HUD Added more POI options Show distance, show on compass Updated victory and post-match summary screens More interactable and customizable GUI Added animated Echo Events Added new FX/hazards Added % encounter complete listener to encounters Ability to remove AI from finished encounters and events Ability to remove unspawned AI from the AIC Added ability to turn off bobbing on pickups to place them however you want Editor improvement to hide/show types of objects Editor improvement to lock rotation when moving objects Editor improvement to disable snapping of objects to the floor Added armor Customizations and Taunts Oh boy, seeing Doom Slayer dancing like a moron may not be something i want to see. Also this update is 15 GBs big. Hope you have enough space. 0 Share this post Link to post
ShadesMaster Posted December 8, 2016 Already, this update was a godsend for completing my campaign I'm about half done with, what with the new themes and all. :) 0 Share this post Link to post
ChickenOrBeef Posted December 9, 2016 Being able to carry over your weapons/items/health/etc throughout a campaign is great to see. My number one request now would be some type of automap, but at least this update seemed to add a bunch of new UI features. 0 Share this post Link to post
watstha Posted December 9, 2016 Great update! But has anyone noticed that snapmap semms much MUCH more unstable than before? (at least on ps4) Logic the game used to run without problem now gives me "error in map logic" message. Also, how do I carry my progress over a new map? 0 Share this post Link to post
RaikohZX Posted December 9, 2016 With the integers for 15 variables carried over a custom campaign, you could theoretically make Hexen-esque hub levels when combined with the aforementioned gear/status carryover. 0 Share this post Link to post
Doom64guy6 Posted December 9, 2016 RikohZX said:With the integers for 15 variables carried over a custom campaign, you could theoretically make Hexen-esque hub levels when combined with the aforementioned gear/status carryover. How do you carry over gear and health is thst done with the persistent integers? 0 Share this post Link to post
Doktor Mandrake Posted December 9, 2016 Going to be nice to hear from the map makers around here how much the object limit is improved, glad they're trying to improve on things like that, oh and the moar moduels the better so I hope we can get even more before they inevitably stop updating snapmap People keep complaining about file size on steam store though lol, kind of a shame I have to download new mp maps even though I don't own season pass but that was last one in this update for season pass Lets just hope we get some more snapmap updates, IIRC they did say a year of free updates to snapmap and it's still just under 5 months away until May heh :p 0 Share this post Link to post
ChickenOrBeef Posted December 9, 2016 Doktor Mandrake said:kind of a shame I have to download new mp maps even though I don't own season pass Everybody gets to play the DLC maps as long as a DLC owner is in the lobby, so that's why id Software is having every DOOM owner download the maps. 0 Share this post Link to post
watstha Posted December 9, 2016 Doktor Mandrake said:Going to be nice to hear from the map makers around here how much the object limit is improved, glad they're trying to improve on things like that, oh and the moar moduels the better so I hope we can get even more before they inevitably stop updating snapmap People keep complaining about file size on steam store though lol, kind of a shame I have to download new mp maps even though I don't own season pass but that was last one in this update for season pass Lets just hope we get some more snapmap updates, IIRC they did say a year of free updates to snapmap and it's still just under 5 months away until May heh :p Good question, you see, I have a map that's been causing me trouble with every new update. After update 5, the problem stopped being the blocker, but rather the logic chains. Snapmap can't seem to take more than 3 logic chains for eacb logic code placed on the game. Usually, the problems are the sound, powerups and anything considered fancy. Also, game freezes for a few seconds each tims you press a switch, but I've noticed that maps with too many blockers cause this problem =/ 0 Share this post Link to post
Jaxxoon R Posted December 9, 2016 Surprised I've never encountered any kind of map logic error before, considering my scripting could best be described as "boolean spaghetti". It's nice to be able to turn off pickup bobbing, makes both placing armor shards and in-plain-sight secrets way easier to do. Echo Events were an unexpected addition, and they make pretty good stand-ins for friendly NPCs I guess. I kind of wish you could turn off the hologram effect and just have them stand around as random dudes, though. I also swear they've improved the load times since I last used the editor. Potatoguy said:Oh boy, seeing Doom Slayer dancing like a moron may not be something i want to see. This was something I had no idea I needed to see until it happened by mere chance right before my eyes. 0 Share this post Link to post
watstha Posted December 9, 2016 Jaxxoon R said:Surprised I've never encountered any kind of map logic error before, considering my scripting could best be described as "boolean spaghetti". It's nice to be able to turn off pickup bobbing, makes both placing armor shards and in-plain-sight secrets way easier to do. Echo Events were an unexpected addition, and they make pretty good stand-ins for friendly NPCs I guess. I kind of wish you could turn off the hologram effect and just have them stand around as random dudes, though. I also swear they've improved the load times since I last used the editor. This was something I had no idea I needed to see until it happened by mere chance right before my eyes. You´re making me think all the problems I have come from the console itself (Ps4) I get logic errors from the most simple tasks, such as "Switch on pressed - opens door with sound" then BAM! logic error for no reason. 0 Share this post Link to post
Potatoguy Posted December 10, 2016 I've yet to fully try the update on the PS4. I really really really hope it doesn't fuck up my Onslaught maps. First thing i noticed is the object limit. I went from 99% object to FUCKING 53%. whatever they did with this update has changed the memory algorith IMMENSLY. Also decals has it's own percentage counter. I can already see persistent intergers being the memory output to keeping consistent health/ammo/armor/whatever numbers from map to map. Maybe there's an easier way to do it than this? 0 Share this post Link to post
ShadesMaster Posted December 12, 2016 I found Persistent Integers easy to use, but I STILL DIDN'T GET CROSS MAP TO WORK lol. But why is it already nice? Bear with me.... I can have 'Persistent Integer 0' renamed 'Shotgun Upgrades' and use Integer values 0 - 5 for the different upgrades: plain, triple shot, triple mastery, explosive shot and explosive mastery respectively. So any drones I use can set the value to the corresponding upgrade, and I even have a more advanced drone that can 'swap' between upgrades (by dropping plain shotgun and having a 'counter not reached' for one upgrade and a 'counter reset' for the reached upgrade). The only problem is that I have campaign maps linked, sure, and I thought the renamed 'Persistent Integer 0' value would automatically carry over (Persistents are like slots that correspond between maps right?), I try to use a player proxy to check the number and reassign equip automatically upon spawn or match started, but either way it doesn't override the initial loadout (which I still want, for people who start playing games mid-campaign for whatever reason). Not sure whats wrong.... 0 Share this post Link to post
bloodshot Posted December 12, 2016 You have to use the same integer, renaming is just for your side. So if its pi 0 on one map it must be pi0 on the other. Also give the loadout ON MAP STARTED. Then remove the weapon you want to swap out and give a new weapon with a 0.1 delay ON PLAYER SPAWNED. It's important to drop the weapon first or the new one will just be on the floor. But most of all the loadout must be done once on map load so it doesn't override the new weapons you bring over 0 Share this post Link to post
ShadesMaster Posted December 12, 2016 Aaaa ok. I had the PI concept right than, but as I suspected it was my method in the next map that needed work. I'll try out your suggestion next chance I get and it should function as intended. Thanks a bunch!!!! :) Indeed, it's good to be organized PI wise. I'm using PI0, PI1, PI2 etc for different weapons while I descend from PI15, PI14 etc for health, armor, damage and ammo modifiers. Question is what's the best way to induce changes cross-level for Hexen style hubs? I'm thinking one PI with a decent Integer range, and certain things become open after certain values are exceeded. Perhaps a seperate PI for starts. I'll stick with the basics first tho, since I'm just making a linear-level campaign. :P 0 Share this post Link to post
snapshot Posted December 12, 2016 They also added Campaign Models option which lets you play as Doomslayer, and will play the death animations, falling animation (impact compensation) ... etc 0 Share this post Link to post
ShadesMaster Posted December 13, 2016 Weapons upgrades are great, but honest-to goodness RUNE abilities that carry over are even better, utilizing the same persistent intiger system. Rune Stones after all are a one-time use interactables only, that grant a 'Runic Ability' by triggering access to a color-coded horned skull (container)x opening an in-map platforming puzzle. Dig the names: 0 - no rune 1 - Waste makes Haste (near-death autoHaste, yellorange) 2 - The Flash (doubled player speed, yellowhite) 3 - Health Nut (near-death Regen, teal) 4 - Breaking the 4th (quad damage upon activating 'random' interactables / triggers, blue) 5 - Phoenix Rune (autoBerserk when at full health and armor) 0 Share this post Link to post
ArchangelOfHell Posted December 13, 2016 Snapmap is seriously the best tool in modern gaming. I've seen the community grow from using simple modules to almost semi full scaled worlds. Thanks to everyone we will create its future here 0 Share this post Link to post
Koko Ricky Posted December 14, 2016 Yeah, I periodically check YouTube to see what people are doing wit SnapMap and it's evolved so much in a few short months. It reminds me of how quickly people got over 1994 WAD syndrome and started making beautiful maps by the end of the 90s. 0 Share this post Link to post
hardcore_gamer Posted December 14, 2016 I also see they have added some new things like GUI and even computers that allow you to read story tests. AS well as voice communications you can edit. It's really cool and will make it much easier to create story missions. EDIT: About this part: "Save and restore your health/armor/ammo/weapons/equipment/max weapon slots/inventory" What does that mean/how do I do that? 0 Share this post Link to post
DMPhobos Posted December 15, 2016 While all these updates are really cool, and truly the community maps are in growing quality, i've been really reluctant to launch snapmap. I don't know how this is the case on the other platforms, but on Xbox One it takes forever to just load the game on snapmap mode, and with every update it seems the loading time just increases. I really wish snapmap was optimized for the next update... 0 Share this post Link to post
Doktor Mandrake Posted December 15, 2016 DMPhobos said:While all these updates are really cool, and truly the community maps are in growing quality, i've been really reluctant to launch snapmap. I don't know how this is the case on the other platforms, but on Xbox One it takes forever to just load the game on snapmap mode, and with every update it seems the loading time just increases. I really wish snapmap was optimized for the next update... Loading times are long for me on my PC, using standard HDD But doesn't help I have to load main game, THEN load into snapmap but I managed to by-pass that by creating a shortcut to game and editing the target in shortcut so when I use it, loads straight into snapmap Overall it's not TOO bad, its long, but tolerable.. Maybe about the same loading times as GTA V for me, about a minute maybe 2 mins Seeing you talk about your xbox though, does make me wonder.. How many here are playing doom 2016 on PC? I only ask because on Steam people always rip on snapmap and say it's bad, basically just because it's not modding Sometimes I feel like I'm the only person on PC who acctually thinks snapmap is really good, yes you can't create brand new assets like you can with modding but its a VERY capible tool especially with the last two updates we got I find it odd in a way, people LOVED the campaign and keep asking about SP DLC. and at same time some of these people flat out refuse to use snapmap, which is a great way to continue playing campaign like experiences in the new doom 0 Share this post Link to post
ENEMY!!! Posted December 16, 2016 I'm having another go at SnapMap, this time with the possible idea of a new campaign using a mix of custom and pre-built rooms. The new campaign features and GUI screens are very welcome additions. SnapMap still has its shortcomings, and will probably never be a full-on substitute for mods, but it's certainly come a long way since the initial release and I find it easier to use than any of the Doom 3 modding/editing tools. Looking around on YouTube it seems that the SnapMap community is starting to gather more interest. 0 Share this post Link to post
snapshot Posted December 16, 2016 ArchangelOfHell said:Snapmap is seriously the best tool in modern gaming. I've seen the community grow from using simple modules to almost semi full scaled worlds. Thanks to everyone we will create its future here Forge is far superior :P 0 Share this post Link to post
hardcore_gamer Posted December 17, 2016 DMGUYDZ64 said:Forge is far superior :P Not sure if srs. It can't do even half the things snapmap does. 0 Share this post Link to post
snapshot Posted December 17, 2016 At least it can actually move things instead of making them just appear / disappear in an ugly way. 0 Share this post Link to post
Chubzdoomer Posted December 17, 2016 DMGUYDZ64 said:At least it can actually move things instead of making them just appear / disappear in an ugly way. I was just thinking the other day... wouldn't it be cool if you could make things disappear/appear via a "dissolve" effect similar to the one used for disappearing body parts/gibs? 0 Share this post Link to post
snapshot Posted December 18, 2016 I was actually speaking generally about all other objects, Forge can make them move to any direction you want, allowing for more level gimmicks, actual elevators... etc, It would be also nice to have an option to gib demons instead of just damaging and killing it. 0 Share this post Link to post
Chubzdoomer Posted December 18, 2016 DMGUYDZ64 said:I was actually speaking generally about all other objects, Forge can make them move to any direction you want, allowing for more level gimmicks, actual elevators... etc, It would be also nice to have an option to gib demons instead of just damaging and killing it. Oh yeah, I was talking about objects in general. You can "delete" them, but doing that just causes them to instantly vanish. It'd be cool if we could make them dissolve instead. 0 Share this post Link to post