A nice exemple on how to make a flexible SnapMap (Doom 2016)
Posted: Thu Feb 08, 2018 7:09 am
by Freaklore1
Map by Dark_Alucard91
This here i think is a great map,its simple yet flexible in its design,i like how it as this constant build up,it start slow and easy but as you progress things get harder.
Maps dont always need to be jumbled mazes,you can have order and structure too.
Only thing tough wich i think would had made the climax better is if the spider mastermind eventually started to move as a final phase.
Re: A nice exemple on how to make a flexible SnapMap (Doom 2
Posted: Thu Feb 08, 2018 5:57 pm
by Project Shadowcat
Freaklore1 wrote:Only thing tough wich i think would had made the climax better is if the spider mastermind eventually started to move as a final phase.
Only problem is that the "Spider Mastermind" as shown in the video is just one giant prop. Or a collection of them. It's still incredibly well done for what it is.
Re: A nice exemple on how to make a flexible SnapMap (Doom 2
Posted: Thu Feb 08, 2018 7:29 pm
by SouthernLion
I wish they gave us D4 Radiant. SnapMap is Tony Hawk Park Editor garbage.
Re: A nice exemple on how to make a flexible SnapMap (Doom 2
Posted: Fri Feb 09, 2018 5:30 am
by Freaklore1
RexS wrote:I wish they gave us D4 Radiant. SnapMap is Tony Hawk Park Editor garbage.
Whats D4 Radiant ?
Also about SnapMap editor,i think it look more like Timesplitters editor than Tony Hawk Park Editor.
Re: A nice exemple on how to make a flexible SnapMap (Doom 2
Posted: Fri Feb 09, 2018 10:41 am
by SouthernLion
I don't think D4 Radiant actually exists, just following the naming of official editors for Quake 3 and then Doom 3.
Re: A nice exemple on how to make a flexible SnapMap (Doom 2
Posted: Sun Feb 11, 2018 11:52 pm
by Naniyue
Now, if we only had a SnapMap type program for (G)ZDooM! I'd finally be able to make custom maps for HoD.
Re: A nice exemple on how to make a flexible SnapMap (Doom 2
Posted: Mon Feb 12, 2018 4:56 pm
by Project Shadowcat
Naniyue wrote:Now, if we only had a SnapMap type program for (G)ZDooM! I'd finally be able to make custom maps for HoD.
1. What is HoD?
2. What's stopping you from making a map for whatever that is, and loading up the mod alongside?
Re: A nice exemple on how to make a flexible SnapMap (Doom 2
Posted: Wed Feb 14, 2018 12:03 am
by Naniyue
1. Heretics of DooM.
2. I had some nice ideas for maps. I worked on a modified version of a DooM II map, as well as an original one, but I found the whole process way too time consuming, difficult, and frustrating. It would be nice to have some major prefabs or snap-together structures that I could then customize without going nuts. So, yeah, a GZDooM version of SnapMap would be very nice indeed.
3. As much as I love computers, I can only do so much. I started out as a comp sci major in college, but when you bust your @55 and only get a "C" in each of your required classes, it's just not the major for you.
Re: A nice exemple on how to make a flexible SnapMap (Doom 2
Posted: Wed Feb 14, 2018 2:11 pm
by Shadelight
Naniyue wrote:2. I had some nice ideas for maps. I worked on a modified version of a DooM II map, as well as an original one, but I found the whole process way too time consuming, difficult, and frustrating. It would be nice to have some major prefabs or snap-together structures that I could then customize without going nuts. So, yeah, a GZDooM version of SnapMap would be very nice indeed.
That's learning Doom Builder for you. So, you'd rather have a very limited mapping experience as compared to an unlimited one?
Re: A nice exemple on how to make a flexible SnapMap (Doom 2
Posted: Wed Feb 14, 2018 10:25 pm
by Naniyue
At the very least, some templates would be good. I don't mind doing a little modification, but to have the groundwork already in place would be very nice indeed. For example, a set of double doors that I could just copy and paste into any map. Basically, give me the bones and organs, and I'll handle the muscle and the skin.
So yeah, once I can play DooM 2016, I won't mind trying SnapMap.