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VentedPennies

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Everything posted by VentedPennies

  1. VentedPennies

    Snapmap loading times seem unreasonable?

    Think "differentely" than whom? Name one person who just absolutely loves the loading times and has bought Snapmap to enjoy them. My opinion isn't different, it's the norm that sunk Snpmap. As someone who made maps and wanted it to succeed, it's a disappointment that this great asset failed because of something as ridiculously 90's as loading times and menus.
  2. VentedPennies

    CYBER HELL - NEW NEW NEW!!! MAP E2M5 Lust BETA

    Keep it up buddy. You have the patience of a Saint.
  3. VentedPennies

    Snapmap loading times seem unreasonable?

    It's not quick nor easy. I think the low #'s of players are plenty of proof of that. Great, you designed a mapping tool that can create maps, but there are so many headaches involved no one wants to play said maps. Good job.
  4. VentedPennies

    Snapmap loading times seem unreasonable?

    Yeah, I doubt we'll ever discover the reasons for the obnoxious loading screens. Snapmap had such high expectations and ultimately failed its customers.
  5. VentedPennies

    Making triggers not work until activated?

    Make sure your volume settings aren't set to "on use"-> disable Go tot he volume properties and make sure it doesn't disappear as soon as the player touches it. Or ever, really.
  6. VentedPennies

    Making triggers not work until activated?

    Yeah. Use the "On Map Start". If you have 1 volume, just directly connect it so "On Map Start" -> Disable. If you have a lot, you can use a boolean filter to remotely change them.
  7. VentedPennies

    Bethesda looked at a map of mine

    I only found this out two months later after some random guy messaged me on Xbox. Pretty cool, I had no idea. Just pluggin myself and sharing the news. Video: https://youtu.be/k97Wyd0hmXE?t=4m27s
  8. VentedPennies

    SnapMap update

    SnapMap New DOOM Classic Campaign Added Feature Pack Campaign mission, including new classic DOOM levels Classic DOOM Content New classic DOOM modules, props, interactable items, lifts, pickups, sounds, classic player deaths, and music. Community Support Community Curation system enables newly published maps to be reviewed and recommended by the community Community HUB overhauled, which makes finding your favorite content easier SnapFeed support, allows users to subscribe to authors, players, and maps to get up-to-the-minute details on new content Custom Environment Creation Detailed hotspot and tiling textured blocking volumes can be used to create custom environments 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 Additional Logic Tools Copy content and logic from one map to Paste into another Created multi-level campaign using Next Map Logic Added Hazard and FX as a category of Spawners Set color input added for all volumes and hazards Snap Grid Offsets added to editor settings to allow authors to offset in XYZ coordinate space POI can now be set on spawner items Authors can get precise camera position by previewing the camera view within the editor Added set environment and fade to camera properties Authors can set their editor view to ignore current module environment settings Cylinder volumes can be used as shootable triggers Added support for silent (no VO announcements) lockdowns No longer need to set a DOOM ID to post to map leaderboards
  9. VentedPennies

    Are player defined rooms possible?

    The OP asked if a person can define by width, height, and length of a new room just by typing in 256x256x256 (256 being some measurement). And then the system creates a blank module with those specs. That is not possible. But sure, if you want to open a module and then create player blocking volumes to cut down the size of the module, that's possible.
  10. VentedPennies

    Are player defined rooms possible?

    I wish. Probably won't happen ever in Snapmap's current incarnation.
  11. VentedPennies

    SnapMap update

    Yeah, this update makes it tempting. But then I think, how many maps did this update just break?
  12. VentedPennies

    Map: Hell Chronicles Episode 1

    You could always post your messages here for edits before throwing them into the map. I'm sure someone would help.
  13. Hey all, I got another Snapmap at the level of testing. It includes unique encounters, a checkpoint system, and some side missions. The object is to blow the reactor to create a diversion, so you can sneak in and steal the secret recipe. I played around a lot with lighting and FX. I also attempted to create a logic system that would create a random number of baddies of random baddy types (unique) on a single trigger. It has been more of a hassle than anticipated, and unless I figure out some streamlined version, I'm going to just do random relays. The plus of the logic system in here is it takes a lot less resources to create the encounters in contrast with random relays. Anyways, I hope it's a fun map, and if you end up breaking it, please let me know where =) Map ID: 8XDUXY5Q Youtube clip: https://youtu.be/MOifIERu5HI Screenshots:
  14. VentedPennies

    Candyland - Feedback / Testing appreciated

    Thanks buddy. Here's the full patch notes if anyone is interested. https://community.bethesda.net/thread/81627 Also, I assume "Clients" are demons. "Clients are now stopped by Player Blocking Volumes"
  15. Yeah, you can get some real sounding thunder by just using one of the "machine" types in 3d audio and putting the pitch lower. I accidentally ran across some sounds like that, but this was before we could pretend to make outdoor maps.
  16. VentedPennies

    Candyland - Feedback / Testing appreciated

    27. The player can get a max of 25, but I added 2 extras to help. There's the initial one, then 3 in the first room, 3 in the first colorful hallway (one is given by hitting the switch 3 times), 3 in the green acid room, 1 in the first room after the colorful hallway, 1 in the next, 3 in the big room before the reactor, 3 in the reactor room, 4 in the platforming room that's accessible after you blow the reactor, 2 in the double hallway room with cacos, 1 in the room before the horsemen, 2 in the horsemen room, 1 in the final room. I think that's right. I'm just basing this on memory. Thanks for working on this. Unfortunately, I'll be unavailable to use SNAPMAP for about a month while I travel around. Feel free to do whatever, consider it in "public domain".
  17. VentedPennies

    Candyland - Feedback / Testing appreciated

    Hey, thanks! I'll check it out. Really, though, I'm taking a break from SNAPMAP because I don't need another source of uncontrollable heartbreak. Maybe in a few months I'll return and see where they've taken this beast.
  18. VentedPennies

    Candyland - Feedback / Testing appreciated

    I can't change anything on the first Candyland until I delete a certain number of lights. I don't know what the number is because nothing in SNAPMAP is detailed. Not the changes, not the number of lights, not how much over 100% I actually am. Since I'm not willing to spend hours on the first part, I can't change the second (pickups). Feel free to work on it if you want. I'm referring to the revised version "Candyland: the first mission", but I would be surprised if the original wasn't much worse off than the revision.
  19. VentedPennies

    Candyland - Feedback / Testing appreciated

    Yeah, both containers and lighting. Lighting FX was unexpectedly raised from .01-.04% network usage to a whooping .20% and all the empty containers for the C4, Candy, Access codes, wrench, and other items that help with progression just don't work. The lighting issued has made it impossible to fix the first map. Even after changing all the props to static, it's still above 100% network. I would have to delete an unspecified amount of lights to even save the map and make any new changes. It's pretty frustrating, and my guess this won't be the last time maps will break after updates. Although a changelog that documented all the changes in an update (lighting FX increased from X to Y, empty props no longer...) would probably help SNAPMAPPERS in the future.
  20. VentedPennies

    Candyland - Feedback / Testing appreciated

    Don't bother playing any of these maps because the patch broke all 3 of them. If they are ever fixed, I'll update here, but right now I have no motivation to fix new bugs, especially since I'll most likely have to do it after every update.
  21. VentedPennies

    Hello, old friend

    Nothing he said was "salty" or untrue. ID throws people scraps and they think it's a feast, mostly because they don't know any better.
  22. VentedPennies

    How to handle player death in maps?

    have you tried putting a delay on the node? did you make sure that you have it to affect all weapons?
  23. VentedPennies

    How to get bots in snapmap multiplayer!

    Yeah, I saw that video too and I think it's rather disingenuous to call those things "bots". You could actually make semi-bottish creations with pretty complicated scripting, but those are just allied demons running in a circle.
  24. VentedPennies

    How to handle player death in maps?

    on player death -> take 50% ammo or some %. Call this a "death" penalty or something. Although after a player dies, I don't know why you would want to make it more difficult for them. There are many checkpoint videos on youtube. You should check them out. This one is my favorite: https://www.youtube.com/watch?v=rvC3m22gRHk
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