#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.
#884 posted by Lunaran on 2015/12/14 16:48:43
Also, they're not going to use this to charge for map pieces. Doing so would totally fragment the user base into who owned what bits and who could play what, and they're not that dumb. There's already a big enough problem with DLC map packs splitting players into 'bought it' and 'didn't' let alone DLCing one room at a time.
#885 posted by Kinn on 2015/12/14 16:53:29
$3.69 unlocks the "teabag" animation apparently. I think it's a steal at that price.
It's Kind Of Funny
#886 posted by aDaya on 2015/12/14 17:15:33
The first iteration of Doom4 felt like a typical COD clone (https://www.youtube.com/watch?v=Io23oqGJ5ik) that would get an once of popularity because of the name before being drowned by the military FPS flood that's still going on today, and would inevitably piss off Doom fans.
And now we have ex-Bungie devs that makes Halo in Hell and it would get an once of popularity before fading off. The situation is similar. And I really doubt Doom4 will have the same ever-lasting appeal of Super Mario Maker: the gameplay feels weak, SnapMap feels very limited and we already talked about the possibility of DLC assets Zenimax will surely try to use to gather more interest in the game but will ultimately fail because not only will it create a gap between those who can buy them and those who can't, but also because the game seems shallow to begin with, and it will take more than patches to fix it.
#887 posted by metlslime on 2015/12/14 17:26:51
if they charged for map pieces, they could still let everyone play the maps you create (the charge could be just to use it in your own maps.)
Just like i don't need to pay $5 to see somebody else walk around in horse armor.
Well Yeah
#888 posted by Kinn on 2015/12/14 17:39:45
In fact that's how they sell this stuff.
- Person A sees person B with cool shit
- Person A wants cool shit too and opens wallet
#889 posted by JneeraZ on 2015/12/14 17:44:53
Super Mario Maker seems to have the right level of granularity tho. You don't need to go any deeper than that.
I Wonder What A SnapQuake Would Be Like
#890 posted by mankrip on 2015/12/14 18:48:41
� No light entities, only surface lights and sunlight.
� No VIS.
� No carving, no vertex manipulation.
� Only prefabs and box-shaped brushes.
� No texture scaling.
� No advanced entity field editing.
� No arbitrary editing of entity parameters; only sliders, lists and checkboxes.
� Grid size fixed at 16 units.
� Entity and prefab rotation around the Y axis only.
#891 posted by JneeraZ on 2015/12/14 18:54:30
Search for Deathmatch Maker ...
Func_plat Slider
slow <-----------> fast
#893 posted by Joel B on 2015/12/14 18:56:49
Max points to WarrenM for the callback.
#894 posted by Kinn on 2015/12/14 19:00:17
Deathmatch Maker
The flashbacks. Aaaaaaaagh.
"A binary grid is obviously too unintuitive - better make it a decimal grid".
New Screenshots
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