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MikeGon

[Doom 4 SnapMap] Defend the core

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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:

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

:twisted: :twisted: :twisted:

 

 

 

 

 

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

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

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Very interesting concept you developed, well done!

I wonder only about the choice of having only the pistol, why?

I can imagine pacing is more predictable, but should get boring quickly.

Edited by blackdog

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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!

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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)

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On ‎27‎/‎01‎/‎2017 at 8:49 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.

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.

 

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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

 

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