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Doom (4)

  • Sprony
  • April 4, 2013 at 10:52 AM
  • dux
    • May 14, 2016 at 5:37 PM
    • #521
    Quote from knj

    57 minutes ago, knj said: Some skillful guy from polygon showing how to play DOOM!

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    THIS IS SO BAD IT GAVE ME FUCKING CANCER OF THE RECTUM. Use a keyboard and mouse and save yourself a bit of embarrassment you gyppo.

  • Guest
    • May 14, 2016 at 6:41 PM
    • #522

    This campaign mode...

    [Blocked Image: http://i.imgur.com/zImId7w.png]

  • blackdog
    • May 14, 2016 at 9:31 PM
    • #523
    Quote from Puddy

    4 hours ago, Puddy said: Just played the first hour on "Ultra-Violence" difficulty.

    I was grinning most of the time.

    In the Italian forum they were saying that id devs stated they couldn't finish the game themselves

  • dux
    • May 15, 2016 at 3:09 AM
    • #524

    @BJA I'm having a lotta fun with Snap Map. Are you clued in enough with it to ask about some problems?

  • BJA
    • May 15, 2016 at 6:35 AM
    • #525
    Quote from blackdog

    9 hours ago, blackdog said: In the Italian forum they were saying that id devs stated they couldn't finish the game themselves

    What you mean is "ultra nightmare" mode where you have no checkpoints and it takes only one or two hits to die. And once you die you have to start all over again. I tried that mode for a day and could barely finish the first level, it's a lot of fun though. I read somewhere that someone finished the game in ultra nightmare after only two days already, which is insane.

    Quote from dux

    3 hours ago, dux said: @BJA I'm having a lotta fun with Snap Map. Are you clued in enough with it to ask about some problems?

    I haven't really done that much with snapmaps but whenever you have questions or problems don't hesitate to ask me, I can ask around and try to answer them.

  • blackdog
    • May 15, 2016 at 8:14 AM
    • #526
    Quote from BJA

    1 hour ago, BJA said: What you mean is "ultra nightmare" mode where you have no checkpoints and it takes only one or two hits to die. And once you die you have to start all over again. I tried that mode for a day and could barely finish the first level, it's a lot of fun though. I read somewhere that someone finished the game in ultra nightmare after only two days already, which is insane.

    Alright, sorry for the confusion; that's indeed insane!! Those "complete in one sitting" achievements for me are non-achievable (think there was as well for Dead Space, and there maybe you could do it at any difficulty). Do you know if that someone played PC or console? I imagine you check for active cheats, but do you?

  • clankill3r
    • May 15, 2016 at 11:53 AM
    • #527

    Holy fuck that looks boring, even more boring then the slow quake looking multiplayer of before.

    I think I posted this before, but who gives a shit. Atleast the last video in this threat is a cool one now :)

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  • Sprony
    • May 15, 2016 at 3:34 PM
    • #528

    Seriously @clankill3r, you can say what you want about the new Doom but it sure as hell ain't boring. That dude in the video simply can't play. You should me laying waste to those hell spawn. A very different experience.

  • dux
    • May 15, 2016 at 4:31 PM
    • #529
    Quote from clankill3r

    4 hours ago, clankill3r said: Holy fuck that looks boring, even more boring then the slow quake looking multiplayer of before.

    The guy playing it is using a controller and has some form of feet for hands. I like this game and recommend it, you don't see me saying that very often. Especially after the Beta.

    Watch the video I posted of the Nvidia promotion, it's like that on PC.

  • dux
    • May 15, 2016 at 5:13 PM
    • #530
    Quote from BJA

    10 hours ago, BJA said: haven't really done that much with snapmaps but whenever you have questions or problems don't hesitate to ask me, I can ask around and try to answer them.

    //EDIT Nevermind I worked it out, my logic game needs some WD40 on it.

    Also with AI spawn encounters, their teleport effect doesn't always seem to work so you occasionally get monsters just literally pop into existence like magic.

    Oh and why are the controls different playing in snapmap maps? I.E my melee.glory kill key is F in the campaign but in Snapmap maps it's mouse3 or R?

    The Facility voice announcer seems to have a huge delay on the end of her audio files so you can't string any together for a message without a 5 second delay it seems. I.E i have her set to go "Attention! Demonic presence at critical levels. Evacuate Immediately." It takes her about 20 seconds to say all of that as each sentence ending has a massive pause in it. I've tried it with the VEGA speaker to see if I was doing something wrong but he has no delay in any of his sound files and they came out fine and dandy.

  • ZZZ
    • May 15, 2016 at 5:30 PM
    • #531

    I watched snapmap in action in twitch. Is it a simple tool for snapping maps together? No control over programming new functions, game logic and creating assets from scratch?

  • Sprony
    • May 15, 2016 at 5:57 PM
    • #532
    Quote from dux

    1 hour ago, dux said: I like this game and recommend it, you don't see me saying that very often. Especially after the Beta.

  • dux
    • May 15, 2016 at 6:22 PM
    • #533

    Quote from 0kelvin

    52 minutes ago, 0kelvin said: I watched snapmap in action in twitch. Is it a simple tool for snapping maps together? No control over programming new functions, game logic and creating assets from scratch?

    You can do a lot with snapmap from what I have tinkered with so far. The prefabs are slightly limited and certainly not as robust as a fully fledged editor but you can come up with a lot of stuff with it. The logic system is really cool too, you can come up with some neat shit.

  • Sprony
    • May 15, 2016 at 9:22 PM
    • #534

    Where are the hell modules in SnapMap?

  • WD
    • May 15, 2016 at 9:46 PM
    • #535

    Grabbed this today and played for two hours. This is a good video game. Not only are the graphics very nice but the audio design is also pretty freaking awesome.

    Am I the only one who doesn't like the GloryKill™ ? I think the glowy highlighted enemies takes too much attention from the other ones who are trying to kill you in a big fight.

  • Sprony
    • May 15, 2016 at 10:00 PM
    • #536
    Quote from WD

    13 minutes ago, WD said: Grabbed this today and played for two hours. This is a good video game. Not only are the graphics very nice but the audio design is also pretty freaking awesome.

    Am I the only one who doesn't like the GloryKill™ ? I think the glowy highlighted enemies takes too much attention from the other ones who are trying to kill you in a big fight.

    Turn it off then :)

  • clankill3r
    • May 15, 2016 at 10:45 PM
    • #537

    I just watched this, this made it seem a lot better then the dude that played with 10 thumbs :)

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  • BJA
    • May 15, 2016 at 11:20 PM
    • #538
    Quote from dux

    6 hours ago, dux said: //EDIT Nevermind I worked it out, my logic game needs some WD40 on it.

    Also with AI spawn encounters, their teleport effect doesn't always seem to work so you occasionally get monsters just literally pop into existence like magic.

    Oh and why are the controls different playing in snapmap maps? I.E my melee.glory kill key is F in the campaign but in Snapmap maps it's mouse3 or R?

    The Facility voice announcer seems to have a huge delay on the end of her audio files so you can't string any together for a message without a 5 second delay it seems. I.E i have her set to go "Attention! Demonic presence at critical levels. Evacuate Immediately." It takes her about 20 seconds to say all of that as each sentence ending has a massive pause in it. I've tried it with the VEGA speaker to see if I was doing something wrong but he has no delay in any of his sound files and they came out fine and dandy.

    If I remember correctly, there's an entity or option that randomly spawns enemies and items in the level, would have to check where exactly it is.

    Don't know why the controls are different but I'm sure there's a reason for it.

    Quote from Sprony

    1 hour ago, Sprony said: Where are the hell modules in SnapMap?

    coming soon :)

  • dux
    • May 15, 2016 at 11:23 PM
    • #539

    @BJA yeah I'm aware of the AI spawner that populates the level automatically for you but I'm doing it all by hand so monsters are triggered to spawn in when I want them

  • Zyn
    • May 16, 2016 at 12:46 AM
    • #540

    Been playing around with SnapMap over the weekend, and I wish for more uh ... bit of everything, like "Fire once only" on logic entities (specifically those that require players as activator), give and take specific powerups on players through a logic chain (i.e. the last player gains quad damage, but loses it if another player comes last, etc), jump pads, working elevators, CYBERDEMON, player blocking volume also affecting demon players, be able to pick what demon players spawn into, more light effects like siren lights, large props, pathways and bridges that snap within modules, and more. Shit, might as well ask for the id tech 6 editor at this point! But really it's just at this point SnapMap feels like "that's it?" so I hope there's much more to come in future updates.

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