Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

VentedPennies

Members
  • Content count

    216
  • Joined

  • Last visited

Everything posted by VentedPennies

  1. VentedPennies

    Number variable help.

    Yeah, that's weird.
  2. VentedPennies

    Number variable help.

    Player resources should still show in the HUD. That seems odd that nothing changed.
  3. VentedPennies

    Munitions boxes?

    No idea. I gave up on them once I realized they were one-time use.
  4. VentedPennies

    New Map: The End is Nigh (by DoomPhreak) -- ID: QRH9D84K

    While true, it resets your leader-boards everytime you do that.
  5. VentedPennies

    SnapMap Wishlist?

    When you publish a map, it's saved to Bethesda's cloud network. If my map on the disk gets corrupted or my Xbone breaks, I can always insert the map code and re-download it no matter what. Until they offer some other alternative to saving files other than a shitty Hard drive, I'm not chancing hundreds of hours of work that my windows based console won't ruin the data. It's really not too big of a deal to publish it with nothing selected (so no one can play it) and put in the description it's an unplayable backup. Once you're done, you can save it as a new file and publish it under a new code as the finished version. I can also pull the maps from SnapMap onto a computer one day and backup the files that way too. I don't think it's too unreasonable to backup those many hours of work.
  6. VentedPennies

    SnapMap Wishlist?

    That doesn't save the map from corruption on the physical disk.
  7. VentedPennies

    SnapMap Wishlist?

    I publish maps all the time that may have a code or glitch at various milestones. I'm on the Xbone, so publishing maps is the only way to backup the maps. I indicate in the description that it's only a backup and non-playable, though.
  8. VentedPennies

    SnapMap Wishlist?

    Checkpoints are a lot more difficult to create than 1 life, so I wouldn't call it lazy. Also, the campaign uses checkpoints so people coming to Snapmap already expect that. If you wanted 1 life but also keep the player in the map, put all triggers on a boolean that resets them if the player dies. When the player dies, have them restart at the beginning but have them restart in your level. As soon as the map boots the player, they'll leave and try another. That's just the player base for Snapmap.
  9. VentedPennies

    New Map: The End is Nigh (by DoomPhreak) -- ID: QRH9D84K

    Oh, don't worry. Unplayable maps like a fashion show make news on Kotaku, so there's hope yet.
  10. VentedPennies

    Number variable help.

    What happens if they walk inside and then die?
  11. VentedPennies

    Hard time testing multiplayer maps.

    I'm on the Xbone, too. Seems like I choose the wrong system for this.
  12. VentedPennies

    Number variable help.

    I don't know. Can you take a picture of the logic? These questions are always difficult to answer without seeing the strings.
  13. VentedPennies

    Complaints

    From the E3 write ups, I'm afraid Snapmap is only going to be geared towards multiplayer maps. I'm waiting to hear from their actual presentation, but all signs point to Snapmap being DOA, sadly. Unless you want to make deathmatch maps that no one can play in multiplayer.
  14. VentedPennies

    Reloading sp maps

    I've moved to mostly using checkpoints and reducing a player's score on death. I would like most people to play through my levels, but I also want to reward those who play them well. The compromise I've come up with is checkpoints and on death -> remove X points. The best players will still be at the top of the leaderboards, and hopefully more people will play through the whole thing. I tried the limited lives on my basement map, but I think that was a mistake.
  15. VentedPennies

    Candyland - Feedback / Testing appreciated

    Thank you. Sorry about the Caco, he must have moved there during a fight.
  16. Can you just make the fire not do damage? Or put an invisible hazard that only affects players over the fire (after you've removed the damage)? Is it possible to use filters for hazards? You could also put a player blocking volume to stop people into moving into the fire. There's plenty of ways to still get that cool aesthetic! go for it
  17. VentedPennies

    Scary music?

    Yeah, you can download it and check it out. I think it's a combination of music and room-tone and different pitches.
  18. VentedPennies

    Scary music?

    I tried it in my psychological horror map. I didn't create an entire soundtrack, but the map heavily relies on sounds to add to the suspense/horror. Probably this right here is the closest thing I did to horror "music" https://youtu.be/RWWge2dEDWY?t=4m1s
  19. VentedPennies

    I think we need some new buttons for snap map

    A comment box would be amazing! Just short quips if people got stuck or something was cool. I don't think anyone is going to fix another player's map because it would probably take too long to figure out the logic of the map just to fix something that might end up being simple or unfixable.
  20. Yeah, I don't know of a way around it.
  21. VentedPennies

    Is this idea plausible?

    Yeah, you can do that. You'll just need to be pretty spot on with spawning and despawning the audience, since there will always be a limit of 12. I don't think player blocking volumes take up many resources, but I haven't tested it.
  22. night to dark is much better
  23. VentedPennies

    SnapMap fake Hell Map ?

    Which is a shame because that kind of stuff would allow some cool tricks.
  24. VentedPennies

    Variables question

    Yeah, this is totally possible in snapmap.
  25. Solo basement cleaning: YPKA23S3 Henry, BFG edition: YNM9FWF6 Hey all, I created old doom wads back in the day, so I am pretty stoked on this Snap Map. That said, here's two of my first maps that I would like to share. I'm just a lone man, so I'm looking for other like-minded individuals for testing, feedback, and enjoyment! The basement map slowly builds up and ends in a blast. Also, there's secret pinky demons in the map that if you unleash will help you clean out the baddies. The best way to play is slow and steady. The Henry map is lots of custom explosions and enemies on screen at once, it's chaos and the best way to play is to go fast! I don't have a reference ID for the first map because I hit the button too soon after publish and lost it (is there a way to retrieve it?). But, if you search "basement" it's the only map available: solo basement cleaning. Here's some images for solo basement cleaning: Henry, BFG edition: YNM9FWF6 You can find video previews of the maps on my Youtube channel in my sig, too. Let me know what you think and if you are on the Bone, you can hit me up at VentedPennies and we can do some levels together.
×