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Graphic_Delusions

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Everything posted by Graphic_Delusions

  1. Hi all, After many days, 10's of hours of building and play testing, I have finally finished my first level in DOOM SnapMap. A NIGHTMARE ON BARONS STREET Choose your path and escape the dark labyrinth of nightmarish tricks & traps while being terrorized by the Barons Of Hell. Enter if you dare! * A maze escape level with 2 different starting routes * Object of the game is to find the EXIT without dying * You only have 2 lives (you'll see why ;-P ) * It's survival horror; gun is useless and there are no pick-ups * Running without stopping is encouraged while being chased * Baron Of Hells are buffed to kill you quickly * Some tricks and traps to make the maze more interesting :-) * You will get lost and die....a lot. MAP ID - 45E9LWEQ 99% of Network space has been used up in this level. I do wish I had more to make it bigger, but overall I'm happy with how this turned out. I would be really grateful if you guys could give this a go and send me some feedback. Thank you.
  2. Graphic_Delusions

    A NIGHTMARE On Barons Street [a maze escape level with tricks & traps]

    Since creating my level, there has been at least 2 patches released to improve Snapmap. What I am hoping for is that it has fixed the crashes that I had previously experienced with on 'A NIGHTMARE On Barons Street'. Has anyone seen any stability improvements with their level? I revisited my level yesterday and added some cool demon voices that really add to the atmosphere. I also added a couple 'Hell' assets. I didn't bother to redesign the logic strings, but I haven't experienced a crash so far. As with previous tests, other players may experience this more than me. Can I please ask for a favour for someone to play test my level? Thanks
  3. Graphic_Delusions

    Mapping questions thread

    I took out all the music and that didn't work. Still crashes randomly. I added the 'AI Conductor Handled' option to most of the demons to ease off the system memory. I then reduced some of the multiple signals that was in one Relay so that the system doesn't have to trigger too many at once. Going by the feedback of where it crashes most often, I took away the box trigger and attached the Relay (with all the same signals) to a door instead. I'm literally trying anything that might work better. Right now the map doesn't crash on me, but it still does for those who play the published map online. Very frustrating. I guess we'll have to wait on Bethesda for the inevitable patch to allow you to publish complex maps like mine without crashing.
  4. Graphic_Delusions

    A NIGHTMARE On Barons Street [a maze escape level with tricks & traps]

    Hmm very strange. I've had no crashes and appears to be the most stable version at the moment. Perhaps download the map and play it offline to see if you get the same crashes? Very frustrating that SnapMap only works efficiently with basic concepts. You try to create something atmospheric, unique and complex, but it struggles to work. Maybe Bethesda is right (that some map creations don't work well through published at the moment) and wait for the inevitable patch.
  5. Graphic_Delusions

    A NIGHTMARE On Barons Street [a maze escape level with tricks & traps]

    Ok guys. I think I may have solved the crash, but I need to confirm this from other testers. After further editing & playtests, I have yet to get a crash in both editor and published modes. If anyone can help me out and test it, that would be great. Thanks
  6. Graphic_Delusions

    [SnapMap Update] Hand-Placed AI Conductor!

    I'm on SnapMap now and there is no 'AI Conductor Managed' option, just AI Conductor Classic and Survival?
  7. Graphic_Delusions

    A NIGHTMARE On Barons Street [a maze escape level with tricks & traps]

    Thanks for playing. In the game you only have 2 lives, so you are effectively going to take both routes in the end unless you complete it without dying. It is supposed to take you back to the menu after your second death. I'll be spending all night tonight to try and fix the crashes (despite Bethesda saying there is no work around it at the moment). Will be trying out the AI Conductors to help with the system memory and adjust some of the modules that might be crashing it.
  8. Graphic_Delusions

    [SnapMap Update] Hand-Placed AI Conductor!

    This might actually help with the crashing in my map as I have a lot of (but under 12) Baron Of Hells running in the map eventually at the same time. Will try this out later.
  9. Graphic_Delusions

    A NIGHTMARE On Barons Street [a maze escape level with tricks & traps]

    Thank you. I've been spending last night trying to fix it by replacing all merged commands to a relay signal. Also added new features: * Added 'no ammo' so you can no longer shoot (adds to the helplessness) * Changed the music to more upbeat that suits the concept of being chased. * Took away the scoreboard - no need for it. * Added a different message on the splashscreen when you complete the game. * Added a dead end room in the maze. * Added a couple surprise obstacles that may slow you down while being chased. At the moment I am experiencing the random crash. I will spend more time tonight in fixing it. I have contacted Bethesda about this and they replied saying: Hopefully we will get a new patch to further fix SnapMap.
  10. Graphic_Delusions

    Mapping questions thread

    Been spending last night trying to fix the map. I replaced all the merged logics with the relay signals: Example After going through the whole level tidying everything up, I never experienced a crash after a few plays. I then went back added a couple items in the map and changed the music settings to make it more upbeat - back to crashing! Very frustrating because I can't even undo steps when it has crashed, as it boots you out of the game completely to the console's XMB. I went back and decided to add command strings to stop the music when another is activated, but that wasn't the problem. Still crashing.
  11. Graphic_Delusions

    Mapping questions thread

    I just got a reply from Bethesda about the crashes.
  12. Graphic_Delusions

    Mapping questions thread

    Oh I wasn't on about music logic, I was just using the concept from post above. So are you saying I shouldn't be doing it like this? (screenshot of my level)
  13. Graphic_Delusions

    Mapping questions thread

    I'm still working out whether this is the cause of the occasional crash with my level. The crashes are random and doesn't affect everybody. When I crash on my PS4, I get the error code CE-34878-0. I've emailed Bethesda support to see if they can answer as to whether it's a glitch within their tools. Since the crashes, I've been condensing the command strings together where possible rather than having separate ones. I've also removed multiple items and taken a couple monsters to reduce the network percentage from 99% to around 97%.
  14. Graphic_Delusions

    A NIGHTMARE On Barons Street [a maze escape level with tricks & traps]

    Thanks for trying. Could you tell me where in the level you got to before crashing?
  15. Graphic_Delusions

    A NIGHTMARE On Barons Street [a maze escape level with tricks & traps]

    Has anyone else played my level? What I believe is unique to other level creations, is that I've plastered a lot of items around the rooms to give it a more atmospheric feel to them. With that said, in some playthroughs, there have been some inconsistent moments where it has crashed and boots you out of the game. I have now gone back and tidied up the string codes and took a couple points & items away as I feel that there might be too much in the level for SnapMap to process? There has also been another glitch reported that after 2 lives it doesn't trigger the lose scenario, but I haven't experience this myself in the many playtests.
  16. Graphic_Delusions

    A NIGHTMARE On Barons Street [a maze escape level with tricks & traps]

    Ah ok, thanks. Something to think about for the next level creation.
  17. Graphic_Delusions

    A NIGHTMARE On Barons Street [a maze escape level with tricks & traps]

    Thank you so much for trying the level and for the vote up. I play tested it so many times to come up with different ways to surprise the player. It's hard to measure the difficulty because of the number of times I've played it and I know where everything is. Just wish SnapMap allowed me to create the level with no weapons. The concept is to not be a bad-ass shooter, but to be the helpless victim and run for your life!
  18. Graphic_Delusions

    Snapmap keeps crashing since update...

    After installing the new update patch yesterday, Snapmap keeps on crashing and booting me out of the game into the PS4 XMB with an error message code (sorry, I didn't record the code at this time). Has this happened with anyone else? I was in the middle of building a level weeks before the patch and only went back to it after installing the patch.
  19. Graphic_Delusions

    Snapmap keeps crashing since update...

    They were not in the patch. I think they're coming out when the first DLC arrives.
  20. Graphic_Delusions

    So how far did you get on Ultra-Nightmare?

    Are there any console players that have completed it on Ultra Nightmare? It's very hard, to the point where I can't believe people have managed to do it all without dying.
  21. Graphic_Delusions

    Question on Collectors Edition

    My UK Collectors Edition had the steelbook wrapped up. Going by the unboxing videos, it looks like the USA variants don't have the steelbook wrapped.
  22. Since playing the Alpha, Beta and watching all the single player streams, I have yet to see the cool Revenant kill animation again when their Jetpack malfunctions. Do you think this has been taken out? I thought it was a nice touch and would be a shame if it's no longer in the game.
  23. Graphic_Delusions

    Revenant Jetpack malfunction animation removed from Doom 2016 since E3 Demo?

    Pleased to see that they kept the Jetpack malfunction in the game :-D I have yet to do it in an open area to see how far he goes.
  24. Graphic_Delusions

    what are your thoughts on the Demons of DooM '16?

    Something that stuck in my mind during the Gameinformer article about the Summoner. Robed?!! I assume they had mistaken their wings for rags of cloth? Or do you think the design had changed during production? Source http://www.gameinformer.com/b/features/archive/2016/01/15/doom-a-new-vision-of-hell.aspx?PostPageIndex=2 I do wish the Summoners had a proper intro into the campaign (as suggested in the trailer), like the Imps, Mancubus and Pinky, instead of just appearing.
  25. Graphic_Delusions

    Cyberpussy

    I see what you mean there. The Cyberdemon / Spider Mastermind in the original DOOM just go for the kill, whereas now they go through an attack cycle you can memorise to gain the advantage. I actually preferred fighting the new Cyberdemon in the classic level you unlock. At least there it was behaving more like the original than going through these timed cycle attacks.
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