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Posted

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.

 

Posted
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 :)

Posted
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. :v 

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 :)

Posted (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 :v 

Edited by dux
Posted

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.

Posted

Snapmap is cool, really hope for more support though. A server browser and more props/detailing options would be fantastic. Maybe I'm wrong, but I see it kind of dying without good post-launch support. It's well-made and fun to use though, really hope it continues to grow.

Posted
20 hours ago, clankill3r said:

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

 

This made me feel so happy! It's so nice to be pleasantly surprised.

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