chubz

Members
  • Content count

    633
  • Joined

  • Last visited

1 Follower

About chubz

  • Rank
    Blackfish changed my title again
  1. Nope, nothing new in SnapMap besides bug fixes and a couple new features (ability to rotate objects separately on X, Y, and Z axis and ability to mark maps as SP-only, which completely removes all Network limits).
  2. Count me in. No matter how you slice it, the size of this update is fucking absurd. Nearly 35 gigs on PC, and 60 (!) gigs on XB1. This really makes me wish the MP was somehow stand-alone, that way we could opt out of it completely. Just think of how many gigs of space we'd save by doing that.
  3. Based on the SnapMap tests I just ran, it requires at least 3 fully-charged shots to take down a Baron. Each headshot does 1440 damage and according to the Prima strategy guide the Baron has 3500 health.
  4. It's simply because they've added so much content to it. Keep in mind it once consisted only of Industrial-themed modules and a small selection of props. Now we have loads of modules spread across four entirely separate themes and a ton of props. That's a hell of a lot of data to have to load in. It's turned out to be the very definition of a double-edged sword. While we can do so many more things now than we could back then, it's also quadrupled (at least) the load times. It's a shitty situation, and one that will probably only ever be resolved by the faster hard drives of the future.
  5. I was just talking to a friend about this yesterday. SnapMap's load times are fucking abysmal now. It really kills the experience for creators and players alike. I timed it last night on my PC and even with skipping the intro videos (via having their files renamed) and launching directly into SnapMap (via a shortcut command), it still took over 3 minutes and 30 seconds just to reach the menu! That is beyond unacceptable.
  6. I think it and Wolfenstein TNO are hands down the best first-person shooters since Half-Life 2 (which came out way back in '04), so there you go. I also personally prefer DOOM to Wolfenstein since it has keycard hunts, more secrets, a level editor, and far more replay value in general. The only complaint I have is that there weren't more levels as incredibly open and non-linear as Foundry.
  7. 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.
  8. 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?
  9. That's how I took it as well. I'm not even sure what more they could add, to be honest, besides new modules for each of the themes and maybe the Summoner (ugh... I still hate not having what I consider one of the best enemies in the game).
  10. I was just about to post that. I love it.. reminds me of Heretic: Shadows of the Serpent Riders. So much better than the shitty box art we ended up with.
  11. I was just messing around and figured out that you can make the player "start" on blocking volumes simply by teleporting him there when he spawns. This works for demons, too, but there's one huge drawback: Since the volumes have no navmesh, demons can't move on them. You can still use this for projectile-based enemies if you just want them shoot at you from afar, but even that has limited uses since they can't even turn to face you (meaning the moment you move to their side or behind them, they'll stop attacking all together).
  12. I'm not sure if you already knew, but you can hold Shift and use the mouse to rotate objects instead of having to use Q/E to nudge them a few degrees. Someone correct me if I'm wrong, but I think they're just textures that automatically scale themselves to be exactly as large as each side of your blocking volume instead of tiling like other textures.
  13. What do you mean by getting the ceiling "perfectly straight"? I'm not sure I understand. Also, with the complete lack of texture alignment/scaling options, you can forget about making everything look just right. You'll just have to get away with what you can. It kind of sucks, but I don't think we'll ever be able to manipulate the textures themselves.
  14. Better than no proper mapping at all!