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  3. MikeGon

Posts by MikeGon

  • Reflex

    • MikeGon
    • March 9, 2017 at 3:50 PM

    I picked it up and tried it this weekend!

    I downloaded a couple maps from the workshop and I really had a blast! Haven't got time to try them all but they look fun...

    But at one point I got kind of angry because people were kicking my ass over, and over, and over, and over...

    The game being like Quake and UT where it's like "the more you win, the more powerups and guns you accumulate, and then the more you win, etc.", it makes for a very snowball-ish kind of gameplay, where you see stuff like "50 deaths 2 kills", and then "2 deaths 50 kills" in the game right after!

    And maybe it's because I haven't played Quake in a while, but I feel like there's something inherently wrong with respawning nude with a tiny toy pistol, just to come across the guy with 200hp + armor + rocket launcher on the next corner, who then proceeds to shoot a rocket in your general direction and send you back to square one... It's just really hard for the losing player to come back into the game!

    But nonetheless, I had fun and I'd love to play again (gotta git gud)


    Feel free to add me on Steam as well, my very professionnal Steam name is: Nippleberry

  • Quake Champions

    • MikeGon
    • March 8, 2017 at 2:15 PM
    Quote from Radu

    1 hour ago, Radu said: Considering they have long term plans for the game, such as e-sports tournaments, it would be a huge mistake on their part not to release a proper level editor. I would love to see more companies support the community in a similar way Valve is doing with the Counter-Strike: Global Offensive operations or Team Fortress 2 themed updates.

    That would be dope AF

  • Overwatch

    • MikeGon
    • March 6, 2017 at 10:26 PM
    Quote from FrieChamp

    7 hours ago, FrieChamp said: I played a match today where I played Reinhardt and at the end had the most eliminations on my team. Have a guess which team lost.

    ...Hmmm DPS players and snipers who can't get picks

  • Reflex

    • MikeGon
    • March 3, 2017 at 9:54 PM

    Looks fun! Reminds me of UT!

    I'll pick it up and try it out this weekend :)

  • [WIP Thread] UT CTF-Castle

    • MikeGon
    • March 3, 2017 at 9:28 PM
    Quote from Radu

    12 hours ago, Radu said: It's definitely an improvement, but do you have a rough idea on how it should play? Most people work out a sketch or something in order to figure things out. Time wise, it's better to discover issues on paper than after you've spent hours blocking it. Take inspiration from existing layouts, study those to learn what works and what doesn't.

    I agree with Radu here... Personally I try to figure out as much stuff as possible before even touching the editor - solving problems on paper is so much easier!

    You can draw your layout with Illustrator, Visio, Sketchup, etc. but I tend to prefer good old pen & paper because it's so much faster, and easy to scrap a start anew if need be!

  • Overwatch

    • MikeGon
    • March 2, 2017 at 9:41 PM

    New character!!! :o

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  • [CS:GO] de_Transit

    • MikeGon
    • March 1, 2017 at 9:11 PM
    Quote from Lizard

    On 2/9/2017 at 2:13 PM, Lizard said: [Blocked Image: http://i.imgur.com/SafxYL2.jpg]

    Looks great! I really like this area!

    Maybe it's missing a cover or two on the higher section here though? What do you think?

  • [CS:GO] Layout creator for Photoshop!

    • MikeGon
    • February 28, 2017 at 9:47 PM

    I think this could be a great time-saving tool for starting off a map, but as long as you can still edit everything afterwards...

  • [WIP Thread] UT CTF-Castle

    • MikeGon
    • February 28, 2017 at 6:28 PM

    Welcome Keso! :)

    Cool stuff, but what does the whole thing look like? Do you have a layout or a top view image you can show us? Or a gameplay video perhaps?

  • [Doom 4 SnapMap] Defend the core

    • MikeGon
    • February 24, 2017 at 6:13 PM
    Quote from blackdog

    3 hours ago, blackdog said: Well the game has a lot to offer anyway I think... at least I'm still launching it every so often to play the arcade mode or progressing the campaign at the nightmare difficulty. It helps me when I'm really annoyed for work reasons.

    I tried SnapMap as well but couldn't get into it despite I really wanted. I couldn't find a way to close a loop of rooms :-/ very lame to say but if you try to put some height variety using different map tiles it just doesn't work. Would be really great tool if was allowing you to build custom rooms a-la Portal Initiative, then fit props in it. Or even choose a "theme" for a room, which automatically tiles props along the walls to make it look as an underground tunnel rather than a lab connection corridor, for eg.

    Ah... I know exactly what you mean - I had trouble closing loops of modules for a while as well. It gets easier once you start keeping track of the height (shown on a gauge on the side) - If you go down by 16 units for instance you'll need to go back up by 16 units, and try to do it in a natural way - not just with a huge set of stairs (that's not really fun ;)).

    I totally agree, I wish it allowed us to control the layout a bit more, not just placing premade rooms and rotating them... Layout isn't everything, but we definitely need more control.

    They actually added some "building blocks" props at one point. Stuff like boxes, walls, stairs, floors... but they count as props - so they still need to be placed inside a premade room. So if you want to build something custom, you need to start filling up one of the "big empty room" premade they have... oh god

  • [Doom 4 SnapMap] Defend the core

    • MikeGon
    • February 23, 2017 at 5:10 PM
    Quote from WhatGrenadeWhere

    On 1/27/2017 at 3:49 AM, WhatGrenadeWhere said: I was very excited about SnapMap until I got DooM and found out it only supports 2v2 max for PvP. Haven't touched it since sadly. But that does look really cool.

    Agreed, that's a shame... I find the scripting system very flexible and it has a lot of pontential, yet there's hard limits preventing people from going crazy and making big projects.

    But they're still updating it, so let's hope they raise the player limit in a patch someday... (crossing fingers)

  • You Decide Mapcore's Future

    • MikeGon
    • February 21, 2017 at 11:17 PM

    Voted for UT4!!

    ...I feel like building some wall-jumping madness :D

  • [Doom 4 SnapMap] Defend the core

    • MikeGon
    • January 21, 2017 at 7:18 PM

    hmm good point...

    I tried playing with all kinds of gun. With some of them, especially the big ones, it felt like the waves of demons could never surpass the firepower I had, bringing the game to an awkward point where there was no more risk, even in the final wave. (e.g. with the rocket launcher, I could just fire at the center, detonate, and it would hit everything near the core)

    Shotguns where interesting, but because of their dropoff and the fact that there are some long shots to hit in there (e.g. demon running on a bridge on the other side of the room) they felt kind of awkward to play

    The smaller weapons were often too weak and it was really hard to actually kill them in time before they reach the core

    So I came up to a point where I was testing with a "buffed" version of smaller weapons. I found that the buffed pistol was most fun to play, because it works on any target, at any distance, has an alt-fire for the tougher enemies... I like it because it makes for a more active gameplay - You have to actually aim, hit headshot, shoot as fast as you can - It's very "manual" if you will.

    But I see what you mean, and now you really make me think about giving the players that choice instead of forcing them - maybe with weapon pickups on the map, limited ammo... or maybe just a randomized weapon to add some diversity...

    Ok I'll mess around with that and see what can be done!

  • [Doom 4 SnapMap] Defend the core

    • MikeGon
    • January 21, 2017 at 8:29 AM

    Hey guys,

    Sorry I haven't posted in a while, been really busy!

    But I worked on a couple interesting things here and there, and this is one of them:

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    So here's how it works:

    • Endless waves of demons are throwing themselves into the core at the center
    • When a demon reaches it, the cores loses power
    • If the core's power reaches 0, or you die, it's game over!
    • You need to kill the demons in their tracks to preserve the core's health
    • Waves become harder and harder
    • Score is defined by how much time the core survived
    • The core moves up and down between the 2 floors
    • The only gun you have is a faster, stronger version of the basic pistol
    • From time to time, a power station will activate somewhere around you. Use it to fully restore the core's power!

    You can get it in-game by typing this code: ERW8FCU9


    It is already published on the Snapmap community, but I can still edit and make improvements to the live version... so your feedback is very welcome!! :D


    Here's another gameplay video, from the current version of the map:

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    This version has some bugs fixes, and the final wave is slightly different (replaced Barons by Specters)

  • [Doom 4 SnapMap] Frantic Mode

    • MikeGon
    • August 7, 2016 at 11:32 PM

    You can't copy/paste stuff outside the map, sadly, so its not very practical for sharing scripts :/ However if you're interested I can share my process with screenshots here, and explain the bits and details...

  • [Doom 4 SnapMap] Frantic Mode

    • MikeGon
    • July 29, 2016 at 10:57 PM

    You should definitely finish it, the end is one hell of a challenge and feels so rewarding :o

    I definitely recommend it to anyone here, at least to get your hands on the editor. Also they're updating pretty soon (like this week I think...), and it looks like they're gonna keep improving it once in while which is great!

  • [Doom 4 SnapMap] Frantic Mode

    • MikeGon
    • July 27, 2016 at 5:24 AM

    Hello, fellow LDs! :D

    I want to share my very first polished SnapMap here with you guys, Its called Frantic mode:


    "Get the highest score before time runs out, The more you kill, the more time you get!"

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    - Every 10 kills you get a random weapon, and must fight a new wave of demons in another room. All rooms can be accessed from anywhere (4 rooms, 3 teleporters in each room).

    - Be careful not to die! If you do, your score will be set to 0 (actually somehting like -2147568234, because of scripting limitations) ;)

    - Around the map you can find eight 30-seconds time bonuses (white), and two 45-seconds time bonuses (green). Picking these up will give you a better chance of getting a high score, but make sure you don't die during this extra time!

    - There's a combo system, so the more demons you kill in a row, the more score you get per demons killed!


    Map ID:

    HLHBULF3


    More SnapMaps coming soon!

    I'll share them with you guys once I have something final...


    What do you guys think Doom 4's SnapMap editor in general?

  • Workflows for Level Blockouts?

    • MikeGon
    • July 25, 2016 at 1:34 PM

    This may not suit everybody, but this is how I create layouts/prototype most of the time... In a "General to the particular" order (The big idea of the level, and then the spaces, and then smaller and smaller until I get to environmental story telling with tiny props on a desk):

    1 - For the big general ideas: Pen and notebook, or any fast, sketchy drawing application with only boxes, circles and basic shapes like that (I like Google Drawings). You don't work on the spaces, you work the relation between the spaces. The general layout.

    2 - Capture this image and import it right in your editor as a texture, and apply it on a plane/box flat on the ground

    3 - Play in the level and walk on your image. Try out different scales and try to get a feel of the scale you want, and nail that down immediately. Publish it and test with other players if you can. Go back to step 1 and make iterations until you're 100% satisfied.

    4- Create the basic logic of your level. Spawn AIs, build their navigation needs and start fighting in the level. If there's an objective key item you need to pick up just drop it on the floor in its general area and move on. If there a complex script event just drop a in a debug message or something that says "The wall explodes!!!" and literally just delete a mesh that's there. If there's a flag for instance like a CTF make sure you can "pick it up", score and win/lose the game. Script basic doors and teleporters. Basically make your level playable from start to finish.

    5 - Nail down the vertical aspect. Create you vertical navigation (slopes, stairs, ladders, jump pads, pits, etc.) and see if you like the relation between the different heights in the level.

    6 - Block out the basic shape of your spaces using BSP or any tool that's fast and simple. Don't make block out shapes for a prop if its not if its not a major nav-block / vis-block

    - ...and you're good to start fleshing out! You know your level is gonna be fun because you've already been playing it and having a blast.


    I think the main thing here is to go step by step, general to particular, and take your time to make 100% sure what you have is perfect before going in details.

    From the moment you can play the level (as early as possible - step 3 here), always make sure its fun and everything is going in the right direction.

    You really need to nail down the major, low-level features of your level, or else you're gonna building your house on mud...

  • The user experience of Level Editors

    • MikeGon
    • July 25, 2016 at 4:54 AM

    Good talk! I think you're 100% right and concentration is extremely important as we work... even the slightest extra step, delay can make us lose our flow, and precious ideas... I sometimes consider myself a maniac when it comes to these things... I rebind functions I use the most to my left hand so I don't need to look down at the keyboard as often, create macros using external softwares that runs several function really fast, I make macros just for clicking where specific buttons are in the editors I use the most, so I don't need to look and "aim" for it, which takes a precious second, several times a day... stuff like that.

    So yeah this is important to me!

    I dream of a day when we can make editors react to everything we want to do without any delay... like we control it with our thoughts or something :P Thanks for sharing Tyker!

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