blackdog Posted May 15, 2016 Report Posted May 15, 2016 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? Quote
clankill3r Posted May 15, 2016 Report Posted May 15, 2016 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 Quote
Sprony Posted May 15, 2016 Author Report Posted May 15, 2016 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. Quote
dux Posted May 15, 2016 Report Posted May 15, 2016 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. Quote
dux Posted May 15, 2016 Report Posted May 15, 2016 (edited) 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. Edited May 15, 2016 by dux Quote
ZZZ Posted May 15, 2016 Report Posted May 15, 2016 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? Quote
Sprony Posted May 15, 2016 Author Report Posted May 15, 2016 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. Quote
dux Posted May 15, 2016 Report Posted May 15, 2016 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. BJA 1 Quote
Sprony Posted May 15, 2016 Author Report Posted May 15, 2016 Where are the hell modules in SnapMap? Quote
WD Posted May 15, 2016 Report Posted May 15, 2016 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. Buddy and blackdog 2 Quote
Sprony Posted May 15, 2016 Author Report Posted May 15, 2016 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 Quote
clankill3r Posted May 15, 2016 Report Posted May 15, 2016 I just watched this, this made it seem a lot better then the dude that played with 10 thumbs BJA, -HP- and D3ads 3 Quote
BJA Posted May 15, 2016 Report Posted May 15, 2016 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. 1 hour ago, Sprony said: Where are the hell modules in SnapMap? coming soon -HP-, Puddy and Sprony 3 Quote
dux Posted May 15, 2016 Report Posted May 15, 2016 (edited) @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 Edited May 15, 2016 by dux Quote
Zyn Posted May 15, 2016 Report Posted May 15, 2016 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. Quote
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