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Chubzdoomer

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Everything posted by Chubzdoomer

  1. Chubzdoomer

    Hello, old friend

    I'm assuming the black background is just black player-blocking volumes. And yeah, it's just an open area where you drop in props so you can forget about making anything truly large or elaborate.
  2. Chubzdoomer

    Weapon wheel?

    It's exactly like singleplayer, so you can use the # keys or the weapon wheel. What I was saying in my last post, though, is that they screwed up by not automatically switching Mousewheel Up/Down to the brand new Next/Previous Weapon keybinds (upon installing the update). Since it's still bound to Switch Weapon, which the weapon wheel now uses, you have to go in and make the changes yourself in order for the wheel to even be accessible. Thankfully the # keys work by default, so you don't have to make any changes there. I find the weapon wheel to be the best option for keys 6 or 7 and beyond, though, because they're so difficult to reach without taking your fingers off WASD.
  3. Chubzdoomer

    Full list of things added in Update 2?

    http://steamcommunity.com/games/379720/announcements/detail/868451791132520293
  4. Chubzdoomer

    Weapon wheel?

    The way they did it is stupid. They set the weapon wheel to the "Switch Weapon" keybind; HOWEVER, for most of us that will still be set to Mousewheel Up/Down, which effectively makes it impossible to open the wheel. What you have to do is assign "Next Weapon" and "Previous Weapon" (two brand new keybinds) to Mousewheel Up/Down, respectively, THEN assign "Switch Weapon" to the key that you want to bring up the weapon wheel. They really should've either told us about this or reset the keybinds, but apparently they didn't test it very much. Also, in order for the weapon wheel to be visible I think the player must have at least 3 weapon slots (via the Player Loadout logic object).
  5. Chubzdoomer

    Worried about snapmap update...

    Is it not possible to pull up the weapon wheel if you're playing with M&KB? It's easy to remove the weapon limit (just use a Player Loadout object), but I can't for the life of me figure out how to pull up the wheel itself. There's also nothing for it in the keybinds section. I realize you can still just press the # keys to access each weapon directly, but I prefer using the wheel for hard-to-reach keys like 6 or 7 onwards. If they made the wheel exclusive to controllers, that's really stupid.
  6. Chubzdoomer

    Worried about snapmap update...

    Yeah! You can also set weapons so that you pick them up just by touching them instead of having to press Use. SO much better!
  7. Chubzdoomer

    Worried about snapmap update...

    I am SO glad I was wrong about the Hell and Base themes being separate! It is a bit of a bummer there are so few ways to connect the two themes, but I'm still really glad you can have both in one map.
  8. While the brand new windows are really cool, the best thing to come from this update is the "AI Conductor Managed" property that is now available for hand-placed enemies. Basically what this does is automatically manage hand-placed enemies by showing them if you're close enough and hiding them if you're far away. When they're hidden they're also removed from memory, which allows nearby monsters to be active instead. That's right, no more having to set up a gazillion triggers throughout your level to ensure the 12-monster limit doesn't bite you in the ass and break your map! This means less fiddling with bullshit, and more focusing on the actual design of your map. Do keep in mind the limit is still there, though, so avoid hand-placing more than 12 monsters in a single module/concentrated area whenever possible.
  9. Chubzdoomer

    DOOM 4 makes me want to quit gaming - DWTerminator

    This guy seems like the worst kind of purist: The game isn't a carbon copy of DOOM and DOOM II, therefore it sucks.
  10. Chubzdoomer

    Classic levels are poorly balanced

    Not when there are multiple charging you in cramped areas with low ceilings, they aren't. Halls of the Damned is a great example of Doom 2016's Pinkies making a classic map much more difficult than it actually should be. Possessed Soldiers are also poorly balanced. A great example is the "SSG room" in The Underhalls, which is a complete clusterfuck since the Possessed are so much more durable than Former Humans/Sergeants.
  11. Chubzdoomer

    Soo.....when is the offline multiplayer bots coming?

    They need to. That and all of the SP weapons/monsters!
  12. Chubzdoomer

    The Little Things Thread

    Hey, my idea ended up being in the game after all! I totally forgot about making that post, LOL. I've noticed it's pretty glitchy, though. Sometimes you'll gib them and plasma balls will come launching out from above their corpse. It's as if the game hasn't registered that they've been gibbed, and thinks they're still in-tact.
  13. Chubzdoomer

    Your unsaved progress "with" be lost, Wat .

    Wow, what a rushed POS...
  14. Chubzdoomer

    Anyone know when the new SP options are added?

    Man, I am seriously PUMPED after that interview! Not only are we getting the Hell module and weapon wheel for SnapMap (which most of us already knew), but they're even giving us the ability to link maps together in order to create our very own full-fledged campaigns! And Marty kept insisting SnapMap's updates will be free, which is such a great thing to hear. I was really afraid they'd give us maybe one or two free updates, then turn around and do paid DLC, but it sounds like they're really dedicated to keeping SnapMap completely free. id Software is the fucking best.
  15. Chubzdoomer

    Hell guardian didn't feel Doom-y

    That battle definitely felt out of place. I wish they'd at least given the Guard a more demonic appearance instead of it looking like a golem or elemental that fell straight out of The Witcher.
  16. Chubzdoomer

    Snapmap update details

    These are skybox windows that exist purely as decorations, and to make rooms seem more spacious/less closed off than they actually are. You're talking about windows that see into other rooms--something that isn't really possible in SnapMap for obvious reasons. The most that could be done on that front is adding window "doors" that don't actually function as doors, but at least allow you to peer into other rooms. Given the placement of doors in most modules, though, it wouldn't really be practical.
  17. Chubzdoomer

    Snapmap update details

    Not really sure what you're asking. The screenshot shows a window that has been rotated upside down and placed on the ceiling to give the illusion that there's an opening there.
  18. Chubzdoomer

    DOOM's Next Update + Multiplayer Improvements

    Totally agreed. The centered HAR looks fucking awful. I really like the rest of the weapons, though.
  19. Chubzdoomer

    Snapmap update details

    Not really. They're windows looking out into an actual skybox. What else did you expect? I don't think you understand how much work that'd require, or how wonky the implementation would have to be. Just think about it: They'd literally have to redesign every single module in order for there to no longer be a ceiling (or a gap in the ceiling), and for some modules that wouldn't look "right" or natural at all. This isn't 1993 anymore in which most ceilings are just flat planes. Many of these modules have very detailed ceilings, so you couldn't just "open them up" and be done with it. And even if they only removed the ceilings for some modules, how would they communicate to you which modules were like that and which weren't? It'd just be sloppy. The "windows as props" solution is definitely the best one since you can not only place them anywhere you like, but even rotate them to be on the ceiling! Here's an example of a "ceiling window": I totally agree with you on not being able to change the skybox, though. It'd be cool if they at least gave us a Hell skybox! Definitely not that small, and nowhere near that big. Here's a look at all three windows: The one in the middle is intended for corners, so that's why it's kind of jutting out.
  20. Chubzdoomer

    DOOM's Next Update + Multiplayer Improvements

    I really hope they update Photo Mode so that you (the player) are visible. When Photo Mode was first announced I envisioned getting awesome shots of the player being overrun, glory-killing enemies, and even chainsawing Cacos mid-air (how badass would that look?). It just feels like a major omission to me. Of course not everyone would want to see themselves in Photo Mode, so they could always implement it as a toggle or something.
  21. Chubzdoomer

    Basic question - room over/under another room

    Like a vertical shaft with platforms or something? That'd be pretty cool. None of the modules have vertical doors/openings, though, so I don't really know how they could possibly connect that way...
  22. Chubzdoomer

    Snapmap keeps crashing since update...

    The skybox is actually there, but it's only visible via window props (in the Large Props category). You can't actually go outside or anything.
  23. Chubzdoomer

    XCOM Style snapmap dooable?

    There's no way you could ever pull that off, especially not with anywhere near the amount of depth that XCOM has. Even an extremely basic turn-based combat system would be ridiculously tough to pull off.
  24. Chubzdoomer

    Anyone else "done" for now?

    SnapMap will be getting the weapon wheel from the campaign in the next update, plus a Hell theme and more.
  25. If you haven't bought this game yet and your PC can run it... seriously, just buy the damn game already! $36 is a steal for a shooter of this caliber.
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