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

symmetron

Members
  • Content count

    25
  • Joined

  • Last visited

Everything posted by symmetron

  1. symmetron

    No More Ideas

    Late response, sorry. Quick rundown on high jumps: Basically cover all floors in jump pads, no destination, and set a CUSTOM FILTER on all of those jump pads. The custom filter object is a bit unintuitive so look at my map to see how it works. They got a little carried away with the whole "visual scripting" design on that node. Any way, you use a boolean filter to keep track of whether the player wants to do a high jump. So the jump pads are always active, they just don't affect the player until the filter turns "true", based on player input. This might sound like gibberish to you depending on how experienced with Snapmap you are, but you'll get there. Player base speed is way easier as tweaking that is an intended feature unlike jump height. Player proxy -> on spawn -> set modifier, speed, [your chosen value] %. 100% is how you move in Doom multiplayer. If you want that as a player input (sprinting or walking) then that's also in the Template. You should post in that thread if you want more specific info on something. As for intro camera stuff I haven't looked into that at all since the updates. I only do basic stuff with cameras. Hope someone else can help you with that.
  2. symmetron

    No More Ideas

    I have the issue that I come up with infinite ideas but can't be bothered to fully realize any of them. You lack ideas? Take mine. Check out the thread I made right before yours. It's an invitation for mappers to use elements presented for maps with custom movement mechanics like sprinting and jumping high, stealth etc. Next week I'm going to make a "Portal Template". There are some pretty cool possibilities with teleporters I'll demonstrate there. Good question. I strongly recommend thinking of something vague and random (b) and then drawing and writing it down on paper (c). I wouldn't come up with nearly as many ideas if I just sat in front of the editor all the time. When I'm editing I'm actually not particularly "creative" because editing maps is time intense so you try to work efficiently and that means compromising a lot. On paper you don't have that constraint, you can draw a complex room in 5 minutes that might take an hour to mold out of blocking volumes, and you can think of gameplay mechanics that kinda sorta should be possible basically instantly, whereas realizing them with logic in Snapmap might take hours or you find it's not possible at all. Away from the computer is where the creativity flows. BUT don't go too far in your paper plans. Plan loosely, vaguely, never get attached to finer details. Because Snapmap has countless limitations that change the way your design works as you create it. If you plan too much in advance you'll get frustrated.
  3. symmetron

    Video: CRYSIS TEMPLATE by symmetron

    ID: URH62TWV Useful as a reference / starting point for mappers who want to do any of the following: - Stamina / sprint system - Higher jumps - Weapon Mod / Upgrade or more generally RPG-like levelling systems - Stealth - Destruction (use hide and disable, not "delete") https://vimeo.com/207402819
  4. symmetron

    Snapmap loading times seem unreasonable?

    Well yeah, that's my point. Megatextures can't be used to remove tiling from precisely the cases that need it most. The best it can do is balloon up a standard FPS from the 20 GB it should fill up to 80, with little noticable benefit.
  5. symmetron

    Snapmap loading times seem unreasonable?

    You have a point on Rage but it's not useful in Doom at all. Metallic interior architecture has never suffered too badly from tiling issues. Meanwhile, Bethesda's open world games have horrific tiling issues, yet they won't use megatextures. The irony.
  6. symmetron

    Something that bothers me

    Honestly, I would be happy with that. Snapmap has "enough" features at this point. What's needed is loads and loads of polish. Shorter load times, fewer crashes etc.
  7. symmetron

    Snapmap loading times seem unreasonable?

    I would agree with you if we were talking about a 20 GB game but we're talking about the latest absurdly large game that keeps on growing. Most SSDs in consumer PCs right now are 128GB, 256GB at most. You'd be foolish to install Doom on one of those, there wouldn't be much space left for anything else. In fact with the 128GB scenario your SSD would probably be filled by just Windows and Doom at this point and when they push the next update you run out of space and have to relocate your game files to a regular HDD after all. This also gives me a chuckle every time someone says "megatextures are fixed now". Only the streaming has improved. The space and loading time problem is still there. It's still a laughably inefficient way to store textures. Nobody is going to remember Doom 2016 for its particularly great textures. The textures are nothing special. What everyone is going to remember are endless load times or worse, running out of space on SSDs and older HDDs. I personally do this and it doesn't help much. It saves me a button press or two, automatically loading the correct mode. But that's what should be happening to begin with. You shouldn't have to fix this, there is no plausible excuse for the lack of a basic selection screen where you pick what mode you want before loading anything. Why load singleplayer unprompted only to reboot the whole engine when the user selects something else? This all goes back to the terrible mistake that was outsourcing the multiplayer and using a different engine. It's funny how you remind people that times have changed since the 90s - some mindsets apparently haven't. Users don't want this kind of inconvenience and developers who still refuse to learn this lesson will see their product suffer. Couple endless loading screens with frequent crashes and you're conditioning players to avoid Snapmap at all costs. As a map maker even I don't bother playing other people's creations! I just watch their youtube videos and go "ah, neat idea". The prospect of twiddling my thumbs for 5 minutes until Snapmap has loaded, only to then watch it crash when loading some map? Yeah, right. That would mean I'd have to do nothing for another 5 minutes before I could get working on my own stuff. I already have to restart it once or twice a day when it crashes during play-testing (always during playtesting). We all love the "world" inside Snapmap, the levels you can create, but I'm sure I'm not the only one who loathes absolutely everything else about Snapmap. The menus, the loading screens, the clunky tools, the sluggish console UI, everything. It's all slow, unreliable, plays annoying sounds for no reason (hover cursor over a pinky lately?) etc. Trying to spin this as a user problem (somehow we're not computer-savvy or pain-tolerant enough) equates to digging Snapmap's grave. Snapmap's value is entirely derived from its ability to capture users' attention. If nobody is going to put up with this terrible program to play my maps then why should I keep making maps? No players, no creators, game over.
  8. symmetron

    Something that bothers me

    Wrong. I checked out the "White Collar" (labs) modules today. There's at least one White Collar connector (?) type module that references "White Collar arena" modules, yet there are none. Check the "arena" category, no White Collar module in there at all. So at the very least there should be several more modules in the White Collar theme. The link you're providing doesn't promise future updates directly but indirectly it strongly contradicts you: >"we’ve delivered several free updates to SnapMap – but we’re not done yet" >"our final SnapMap update of 2016" >"Our last update for 2016 delivered almost everything needed for creating a full DOOM single-player campaign" I for one have modest but specific expectations of id moving forward: * A few more (vertical, tall!) White Collar modules * Improved loading times (the wait from desktop to Snapmap editing mode takes literally 5+ minutes for me now) * "Consistency", as in having the same options on all objects of the same type (example: color wheel on all color selections, it's missing on decals of all things) * General bug fixes for things like decal placement (messes up when the cursor meets a light source), and common freezes/crashes These additions and fixes are not urgent, they just need to happen before id abandons the project.
  9. After adapting them to the new possibilities given by patch 2 I hereby officially release my two parter campaign made up of action-packed maps GOING DOWN 1.1 ID: 5ZWXCNP9 http://imgur.com/a/FsirC and GOING DOWN 2: Maximum Security ID: ACTTFELB http://imgur.com/a/9rHLU Combined these two missions should take a first time player anywhere between 40 minutes and way, way longer. Part 1 has been refined based on user feedback and part 2 is from the ground up built around that feedback. Most prominently both maps are crawling with way more enemies and there's more armor for the player. Shoutout to everyone who gave me feedback, you helped a lot, and I'm looking forward to more in this thread. Additional notes: USE OPENGL!!! Vulkan will almost certainly crash with the first map, not sure about the second. There's nothing I can do about this. Please just use OpenGL, it works.
  10. symmetron

    The Demon Within - HL1/campaign-inspired snapmap

    Fun map, as far as I got. When I picked up the blue skull (big module with a skybox above it) I got locked in but no demons spawned. I had killed every demon on the way (to my knowledge) so it's not even that. So yeah, action music was playing and I was locked in a big module (both doors would open but have the lockdown effect in them) with nobody to fight, couldn't find a button or anything like that either. EDIT: Just re-read some posts here. This might be what the other guy was talking about.
  11. symmetron

    New SnapMap Updated f***d up Pickups

    Have you tested it in combat? Maybe they can shoot at you while going to their spot or something.
  12. symmetron

    New SnapMap Updated f***d up Pickups

    Maybe it's so you can have AI patrolling or roaming around a larger area but once fighting ensues they all take predetermined tacticool positions. Like, put the point behind something that can serve as cover and you could make it look like when the player enters all the AI scrambles to take cover, then there's a firefight that plays out in a similar manner every time because the AI start off in the same location(s) every time. This could make balancing/testing easier.
  13. symmetron

    Hello, old friend

    ONLY in terms of graphics. That's it. In terms of gameplay you can make a map that is better than any of the official maps simply by virtue of not including loadouts/two weapon limit and not drowning it in one-shot kill superweapons. I expected to be able to do this at launch so I was disappointed initially. But I was patient, honed my skills with the available features, and now the GAMEPLAY-RELEVANT features that were missing have been added. So what if these maps are all blocking objects and the lighting looks bad? The only big remaining limitation is that we can't move objects (only player and AI). If they added a simple animator node that let you slide a blocking volume or a hypothetical door object left-right or up-down we could build doors and elevators. Who knows, maybe they are working on that. And if not, just use transparent blockers as "force fields", Star Wars style instead of doors, and jump pads instead of elevators. Works well enough.
  14. symmetron

    New SnapMap Updated f***d up Pickups

    I used three, all of which failed to do anything: Teleporter->on arrived Module->on entered Counter->Count reached All three of these scenarios work perfectly fine now that I'm using CUSTOM group encounters.
  15. symmetron

    Hello, old friend

    Do it! There are going to be TONS of good maps now that all the console/"modern" elements have been made optional. You can have weapons picked up on touch, players carrying all weapons at the same time, jump pads with completely customizable arc, distance, speed, and there's two really large rooms added so with blocking objects anything you can build out of rectangles is possible now. I firmly believe we're mere weeks away from Snapmap having an active multiplayer community. All we need are a few good maps and boom, Snapmap MP is better than main MP.
  16. symmetron

    How to handle player death in maps?

    So your logic starts off with "On weapon picked up"? Let me guess, you use weapons picked up "on touch"? That's broken, "on pick up" does nothing when you've got it set to touch. There are workarounds of course but I'd just wait until they fix it and then do it properly. If you do some weird work-around now and they fix it later you might have to go back and update your map so you'd be doing extra work twice. Happened to me with glory kills. Any way, why do you need to micro-manage ammo? Do you want to make ammo scarcity a crucial factor in gameplay, forcing the player to look for ammo a lot? What's your goal?
  17. symmetron

    Logic Mechanics you've created!

    Vulkan or OpenGL? Vulkan is generally crash prone still.
  18. symmetron

    Hello, old friend

    NICE!
  19. symmetron

    New SnapMap Updated f***d up Pickups

    Is "group encounters not spawning" on there? Custom group encounters always work, group encounters fail to spawn pretty much ever. I only recently started using spawners so I don't know if this is a legacy issue that everyone has just chosen to ignore by now.
  20. symmetron

    Logic Mechanics you've created!

    Since my last post I have revisited my map, made significant changes in response to feedback. I've started using spawners to fill the map with literally more than twice as many enemies while running up LOWER on object limit! I'm honestly embarrassed I hadn't given spawners a fair shot before. Didn't know they had no object cost so I didn't see a reason to prefer them. Lesson learned: Always use spawners when possible. I've also updated the weapon/loadout systems to support carrying all available weapons (5 in my map). You now keep your weapons after death. The update allows you to deactivate glory kills completely so I've gotten rid of the unreliable hack I used before (on percentage reached -> hurt). I've changed a lot about health and damage values to even out combat difficulty, and provided more armor and ammo to the player overall. I've also once again raised player lives to 9, formerly 5, so people who die repeatedly on the first puzzle (or simply suck at combat) still have a shot at completing the map on their first attempt. Any way, for this thread, I'll highlight the changes to the upgrade system: All "loadout" nodes have been changed to be ready for 5 weapons. Also you aren't handed a loadout after every respawn anymore. Since I've checked "keep inventory" in gameplay settings the game does this automatically. I think I left the old logic in but it's disconnected. So if you want to take away the player's weapons you still can, just reconnect those parts and deactivate the option in gameplay settings. *symmetron, and thank you. EDIT: MAP IS NO LONGER BROKEN IN OPENGL.
  21. symmetron

    Weapon wheel?

    So you can't bind each weapon to a key like singleplayer even after this update? That's a fail then. Scrolling up and down to select weapons is for noobs.
  22. symmetron

    Logic Mechanics you've created!

    Low enemy count is down to object limit. SnapMap supports decent sized maps filled with enemies only if you use the automated stuff. Hand-placing demons has a high cost (maybe up to a percent per enemy) so you won't see carefully crafted maps like mine with many rooms AND many enemies. It's simply not possible. Same goes for interior decorating, or size of the modules. Bigger modules cost MASSIVELY, several percent per module. And all props have a noticable cost as well. I wanted a map that has you travelling a fair distance so I had to use a lot of smaller hallways inbetween the major rooms. That's rough, man. I didn't anticipate that people would die more than once on the initial puzzle. I assumed everyone would die once and then avoid the middle platform until being sure of their solution. But unfortunately I got similar feedback from someone else. Lesson learned: Don't combine a lives-limit with easy ways to die. There's only two ways to make SnapMaps hard: 1. Increasing the health of enemies / decreasing the player's damage 2. Decreasing the health of the player / increasing enemy damage 1 results in drawn out boring fights, 2 results in high stakes without being tedious so that will always be my choice. Important question: Did you play with mouse or with a controller?
  23. symmetron

    SnapMap Wishlist?

    Good list above. Still missing from it: 0. BUG FIX: LOOKING AT A DOOR RENDERS THE USE BUTTON DEFECT. YOU CAN'T PICK UP WEAPONS OR USE TRIGGERS/BUTTONS WHILE LOOKING AT ANY DOOR. ABSURD! Now on to the features: 1. All weapons carried at the same time (I know they already promised this but who believes promises from game developers?) 2. Spawning the player unarmed 3. Option to DEACTIVATE glory kills without a special script. 4. Weapon-specific ammo so I can give the player ammo for his normal weapons without filling up the BFG/Gauss If we're talking about singleplayer vs AI then you could do that with AI Proxy -> on hurt -> hurt 999999, so any enemy that takes damage dies immediately. If you're talking about multiplayer you could do the same thing with a player proxy but the killfeed and count might not work correctly... Maybe you already tried this, I don't mean to be Captain Obvious here.
  24. symmetron

    Logic Mechanics you've created!

    Two things worth mentioning that I can think of right now: 1. For usability on PC every map I make features a WALK button. I have bound User Input 1 to Shift so I can use it as a walk button just like in singleplayer. I don't think I have to explain how it works, just that I've found that half the speed you set as default works well imo. But of course you could use other values or apply the same concept as a "sprint" button if you're a post-HL2 type PC gamer aka a heretic who needs to be purged. 2. I made an elaborate upgrade system for my first released map where I start the player off without climbing and double jump and the player can unlock these things (and higher movement speed) using a player resource he collects. It fully supports respawning the player with the correct unlocks. If you are interested in replicating some aspect of this in your map, load up 5ZWXCNP9 and look in the big "observation" module that isn't connected to any of the others. Use this to understand how things work, don't be lazy and copy it outright. If you don't understand it you won't be able to fix it when you inevitably break it. Also give my map a like, it's hard to get any recognition in Snapmap.
×