 To Clarify
#859 posted by ijed on 2015/12/12 13:06:14
They want the fan devotion, but don't want to risk paying the price for it.
So they make something which looks similar - Snapmap.
#860 posted by JneeraZ on 2015/12/12 13:08:12
Dooms code base wasn't open at all. The file formats were designed to be easy to relatively create and edit, but Carmack didn't release the code until just a few years back.
#861 posted by JneeraZ on 2015/12/12 13:09:18
And I know you know that, but the way you worded it sounded like the code was open from launch.
#862 posted by necros on 2015/12/13 00:45:35
i haven't tried snap map so this is just conjecture... but i am picturing something like level editing in morrowind (and all those games that came after). you've got your prefab corridor bits and atrium wall bits. your floor and ceiling bits. you paste them together on a grid and bam, a dungeon.
but you can also place your bits off-grid and rotate them and whatnot. basically build completely custom stuff out of the stock assets. this is what i meant by 'depends on how good snap map is'.
you could make some really cool custom dungeons in morrowind and oblivion and such (oblivion had some truly epic dungeons with all stock assets).
but if it's kind of node based or something and you can't have any freedom at all in how you place it... then it's going to be limited and it's going to die out fast.
 I Wondered Once
#863 posted by Kinn on 2015/12/13 01:05:14
Initially i assumed snapmap would have the ability to import custom assets, but someone shot that down (can't remember who).
Shame because if you could make your own meshes and import them then suddenly it's a proper mapping tool again.
#864 posted by adib on 2015/12/14 05:59:13
There was once a race game called Stunts, designed for you to build your own tracks. You played a campaign, but the biggest fun was the track editor and the races you come up with:
https://www.youtube.com/watch?v=-CITIXlw_T4
If Doom4 was designed around a snapmap of sorts, it could be a breakthrough. It could be done.
#865 posted by Lunaran on 2015/12/14 07:48:51
So is Trackmania. In games like Stunts and Trackmania, it matters what track pieces you place in what order. It matters rather a lot. You also spend about a third of a second with your wheels touching any one module.
In an FPS, the granularity of editing that allows the same degree of expression of new and interesting gameplay isn't in the arrangement of what rooms or atria come in what order, it's in the arrangement of pillars and ledges and lines of sight and elevations and dozens of other things. The design is the room. Just as how in a game like Trackmania it's all about combining ramps and curves and jumps and straightaways and accelerators and so forth.
Mapping at that level of granularity is the kind of thing for which you really need to be doing your own architecture. The granularity of Doom sectors and linedefs and of Quake brushwork dovetails with that requirement perfectly, which is one very underappreciated reason why there was such a robust and enduring community around level design for those games.
The Trackmania community has created entire genres of racetrack (like 'Push Forward') from modular pieces. This is not because modular pieces are inherently wonderful and amazing, but because modularity works very very well for assembling racetracks with depth from a lot of tiny pieces. Does placing entire prefabricated rooms and hallways in any order you want really offer anywhere near that level of opportunity?
I think we all know the real reason why: if you're doing your own architecture, you're doing your own art. Can't let users build ugly rooms! We can't make an amazing enough tool that lets them customize a space down to the granularity that's necessary for real level design to be taking place and still have it look flawlessly next-gen, either, so, we provide a menu of meaningless L-bend hallways, square rooms, and some of the more interesting rooms from the SP campaign turned into prefabs and call it amazing.
The user-friendly Portal2 level editor is another very good example: distances, sight lines, and jump lengths are very important, and you can customize the shape of every space down to player-sized squares. If their game didn't have the pre-established aesthetic that every level is just a clean white concrete chamber, they may not have even attempted such an editor. Furthermore, it's still just an interesting toy compared to what's possible in Hammer.
I love the portal editor. I'm sure you can load up the map in hammer and edit it there after
 Snapmap
#867 posted by Kinn on 2015/12/14 08:51:12
I bet also it's because they want to horse armour the shit out of additional map pieces.
"For the low, low price of $1.49 you can buy this awesome corridor piece with built in flame trap that will give those demons a toasty surprise they never saw coming!"
"For a limited time only, get all five pieces of the Fallout 4-themed room set for $9.99"
 Kinn
#868 posted by Lunaran on 2015/12/14 09:38:53
gb2 modern development DOOMed thread
#869 posted by Kinn on 2015/12/14 10:14:10
"For $4.99 you can unlock the Mancubus..."
etc.
#870 posted by JneeraZ on 2015/12/14 12:30:38
It's also, obviously, because they want console users to be able to make levels ... which is ridiculous. But there you go. Level editing that works on the couch is always to be horrifically hobbled on the desktop.
#871 posted by JneeraZ on 2015/12/14 12:31:23
The way you determine if this is a good idea or not is to ask the devs ... so did you use SnapMap to create the game itself?
If the answer is no, it sucks.
#872 posted by Kinn on 2015/12/14 12:40:26
The bit which cheeses me off is just the bullshit way that they are trying to pass it off as in the spirit of oldskool id.
"With the original DOOM, id software ushered in a new era of user-created content, and now with SnapMap we're pushing this forward and taking it to whole new level, with a toolset that EVERYONE can use to make levels easily and quickly"
Ugh.
 It's Funny
#873 posted by ijed on 2015/12/14 13:07:20
'Everyone' isn't a good thing. Making a mediocre level requires hundreds of hours of practice. Making a good one requires hundreds more.
It's the old yardstick 'Aren't you worried that people will steal your work'.
Nope, never. Even if they steal your stuff, they can't steal the knowledge that you learned in order to create it.
In game level editors are the same - it's a limited scope boiled down to lowest common denominator barrier to entry.
As Lunaran said: Furthermore, it's still just an interesting toy compared to what's possible in Hammer.
And Willem; The way you determine if this is a good idea or not is to ask the devs ... so did you use SnapMap to create the game itself?
Image if they'd released a highly polished version of their PC tools, with all the user interface improvements not usually justifiable when not releasing to the public, with full end user control.
We'd still find stuff to whinge and moan about, but that'd be pretty fucking awesome.
Maybe it could still happen, but I doubt it since in terms of marketability it'd devalue Snapmap.
#874 posted by JneeraZ on 2015/12/14 13:14:43
I think it's also the name. "SnapMap" feels so fisher-price to me ...
 Warren
#875 posted by nitin on 2015/12/14 13:30:51
if the answer is yes, then....
#876 posted by JneeraZ on 2015/12/14 13:32:44
Then abandon all hope.
The fact that they showed two maps and SnapMap in June and didn't say the magic sentence:
This demo was created in SnapMap!
Was already a bit disconcerting.
#878 posted by mankrip on 2015/12/14 14:13:40
As for DLC, the funny thing is I think they won't release a "Classic Doom" or "Q3A Doom" player model.
It's funny, because that would sell. I also missed the classic doomguy costume in Doom 3. But I have a feeling they wouldn't like to release such a thing.
Capcom did a wonderful job with costume packs in the SF4 series, but they already had a long tradition of creating extra assets to please fans.
 Snapmap
Was used for some of the content in the full game but tweaked in the Dev kit. It's in one of the interviews
#880 posted by mankrip on 2015/12/14 14:23:00
So, SnapMap is a prototyping tool.
Seems right to me. A lot of mappers use the portal 2 editor in the same way.
#882 posted by Spirit on 2015/12/14 16:08:55
Didn't they explicitly say that you can NOT recreate the game in snapmap in one of those cringe-worthy panel shows?
 Well
#883 posted by Kinn on 2015/12/14 16:14:23
of course.
One look at the "Hell" level that was shown should make it obvious that shit ain't made from a few L-sections and floor tiles.
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