ReaperAA Posted October 10, 2018 I would love to see snapmap return one day with improved capabilities and good rating system 2 Share this post Link to post
Potatoguy Posted October 15, 2018 Maybe when Doom Eternal releases, we may see one final update for Snapmap (and probably all of D4, being the final update before full focus on DE post-launch).Tis a dream, though..... For now, we'll just have to look for some damn good snapmaps like Antivirus, or just make majesties ourselves. 5 Share this post Link to post
Quasar Posted October 15, 2018 Yeah, it's crazy that the DLC content from the last 2 packs still isn't usable in it. 1 Share this post Link to post
ATP2555 Posted October 19, 2018 On 10/15/2018 at 4:47 PM, Quasar said: Yeah, it's crazy that the DLC content from the last 2 packs still isn't usable in it. Such as a playable Spectre and Cacodemon and the last two weapons (already pointed that out in my list of flaws, which nobody seems to have noticed). I would've loved plowing through AI demons as a Spectre or flying around modules as a Cacodemon. As for the Reaper and GL, all they have to do is increase the maximum weapons to 17. 1 Share this post Link to post
Guest Posted October 31, 2018 I don't care. I loved the concept, but that's about it. I found Snapmaps really boring and generic. 0 Share this post Link to post
Guest MIND Posted November 9, 2018 (edited) On 10/31/2018 at 2:22 AM, intx said: I don't care. I loved the concept, but that's about it. I found Snapmaps really boring and generic. That's because the features were extremley limited and they only cared about graphics. Nobody gives a shit about building an easy game to last for years to come when they can milk the online for so much profit like GTA 5. It's always "MUH GRAPHICS", MUH MICROTRANSACTIONS, etc. 0 Share this post Link to post
Potatoguy Posted November 12, 2018 Wishing right now that the devs of Id are reading our pleas and are secretly working on one final Snapmap update. We're Marty approved, right? T_T 2 Share this post Link to post
Zero Denied Posted November 18, 2018 They should have brought the current Snapmap back and upgrade it even more, plus add split-screen support. 0 Share this post Link to post
qweqioweuo123 Posted February 5, 2019 On 9/21/2018 at 10:31 PM, Dragonfly said: wow how entitled are YOU??????? entitled? perhaps you have become accostumed to how shitty modern gaming is. fuck these guys, their prefab joke "editor", and their 12 max revenants bs. 0 Share this post Link to post
Cacodemon345 Posted February 5, 2019 7 hours ago, qweqioweuo123 said: fuck these guys, their prefab joke "editor", and their 12 max revenants bs Are you sure you won't say, "Fuck their editor, it's too complex to work with." later? And are you sure that you won't say, "This Snapmap makes my Computer explode?" later? LOL. There's a good reason for why Snapmap is prefab based. No one would be able to make a enjoyable mapset without a decades work and within a reasonable time. And there's a very good reason for why it is limited to 12 monsters; the map would be very slow to play through and you would suffer from high memory/CPU usage. 0 Share this post Link to post
Quasar Posted February 5, 2019 12 active AIs at a time, not globally for the whole map. You have to use the spawning triggers properly to create wave-based encounters, like in the campaign everybody was so wild about. It's quite effective when used properly. 7 Share this post Link to post
MrGlide Posted February 5, 2019 The campaign does a splendid job of making it feel like there's more going on then their really is. I think the rare exception is when picking up the bfg for the first time, but as those a simple zombies, I assume this is doable due to how little they do. as for "shitty modern gaming", is comically ignorant at best. 1 Share this post Link to post
VGamingJunkie Posted February 5, 2019 I can't help but, in the back of my head, think sinister motives when id Software announces they're replacing a free community driven editor with just paid for DLC. Like such a thing was brought on by Zenimax to ensure, if people want extra content, they have to pay extra. May seem a bit cynical but Bethesda and Zenimax haven't proven overly generous in their actions. 0 Share this post Link to post
MrGlide Posted February 5, 2019 You're trolling. If in case you aren't, when you pump a large amount of resources into something and it ultimately fails, why waist energy on it instead of working on features people constantly request. Arcade mode was free, and they made all of their dlc free, kinda the most generous thing a developer can do, so 1/10. 4 Share this post Link to post
seed Posted February 5, 2019 (edited) 14 minutes ago, MrGlide said: they made all of their dlc free, kinda the most generous thing a developer can do That's actually a pretty good point. Sure, it was originally paid DLC, but how many devs integrate it into the base game at basically no charge and without pumping out a Deluxe re-release in the meantime? That was generous and completely unexpected. SnapMap may or may not have been better than people give it credit, but it took a while to get where it is today and by that time many stopped caring about it, just wanting a continuation of the story instead. It might be a bit disappointing to see id ditch it completely, but the demand to keep it simply wasn't high enough. 3 Share this post Link to post
TakenStew22 Posted February 5, 2019 (edited) 1 hour ago, seed said: That's actually a pretty good point. Sure, it was originally paid DLC, but how many devs integrate it into the base game at basically no charge and without pumping out a Deluxe re-release in the meantime? That was generous and completely unexpected. SnapMap may or may not have been better than people give it credit, but it took a while to get where it is today and by that time many stopped caring about it, just wanting a continuation of the story instead. It might be a bit disappointing to see id ditch it completely, but the demand to keep it simply wasn't high enough. I remember people complaining on Steam about the DLC becoming free. You just can't please the modern consumer sometimes. 0 Share this post Link to post
seed Posted February 5, 2019 (edited) 1 hour ago, TakenStew22 said: I remember people complaining on Steam about the DLC becoming free. You just can't please the modern consumer sometimes. You can never please everyone. No matter what you do, people will always find something to complain about. Edited February 5, 2019 by seed 3 Share this post Link to post
VGamingJunkie Posted February 6, 2019 5 hours ago, MrGlide said: You're trolling. If in case you aren't, when you pump a large amount of resources into something and it ultimately fails, why waist energy on it instead of working on features people constantly request. Arcade mode was free, and they made all of their dlc free, kinda the most generous thing a developer can do, so 1/10. That's not who I'm concerned about, I'm concerned about Bethesda and/or Zenimax forcing things down their throat. If you think they can't, RAGE 2 now requires the Bethesda Launcher so they're not above stringing in garbage to id Software's own titles. I can't help but have concern. The devs don't decide how things roll, the publishers do. 0 Share this post Link to post
MrGlide Posted February 6, 2019 where it comes out, and if something gets funded, from my understanding is what Bethesda decides. it's been fairly boasted about the freedom the dev teams have in doing what they have faith and excitement for, it's why so many of them are still able to make single player games in the format that they are. Look at EA and Activision, both intensively profit driven companies. Single player games don't turn even close to a similar profit as multiplayer-games as a service - lootbox- athons. I mean ya, if the game gets launched on the Bethesda launcher that's their call, but there are worse problems to have. Do you really think id was just like, fuck what Bethesda says, we're giving away shit for free bitches! 6 Share this post Link to post
snapshot Posted February 6, 2019 (edited) lol my bet, they didn't expect Multiplayer to flop so bad so they made the DLCs free. Edited September 28, 2020 by sluggard 0 Share this post Link to post
Revenant100 Posted February 6, 2019 On 2/5/2019 at 4:15 AM, Cacodemon345 said: And there's a very good reason for why it is limited to 12 monsters; the map would be very slow to play through and you would suffer from high memory/CPU usage. Doom 2016's main singleplayer campaign regularly exceeds 12 simultaneous demons at once. This is most obvious during the classic map secrets which, even in their original 1993 iterations, routinely exceeded 12 monsters at any time. The 12 demon limit in Snapmap is arbitrary. 2 Share this post Link to post
VGamingJunkie Posted February 6, 2019 It's probably to cover their bases in terms of how much complexity the player can add at any one time. Keep in mind that you can make Snapmaps that consist of very complex Modern Doom type bases as well, in addition to filling them with scripts and decore. The limit is probably in an attempt to make sure consoles wouldn't get overwhelmed. 0 Share this post Link to post
Chezza Posted February 7, 2019 (edited) Yes 12 monster limits can prevent some creativity and slaughtermap style maps in addition enforce extra scripting to make it seem seamless but the way Doom 2016 operates vs Classic is entirely different. 12 monsters in Doom 2016 is more deadly and engaging than 12 of classic. Also turret monsters are barely supported. It can be forced in Snapmap in a way though. Edited February 7, 2019 by Chezza 1 Share this post Link to post
Koko Ricky Posted February 7, 2019 We're in a technological transitional period right now where the potential for a deep, complex mapping environment for a modern game won't be viable to the consumer market until we see the development of intuitive AI assistants. Since building things from scratch will remain an insurmountable task for most, a smart modular system that can be dissected and altered down to a very small scale is what we really need, and that will be a clunky system without an AI to talk to. 1 Share this post Link to post
Zemini Posted February 7, 2019 (edited) 1 hour ago, GoatLord said: We're in a technological transitional period right now where the potential for a deep, complex mapping environment for a modern game won't be viable to the consumer market until we see the development of intuitive AI assistants. Since building things from scratch will remain an insurmountable task for most, a smart modular system that can be dissected and altered down to a very small scale is what we really need, and that will be a clunky system without an AI to talk to. I can't wait for the day where I can just think something and it magically (within a video game world) appears!! Ill probably be a few hundred years old when that comes however. 0 Share this post Link to post
Koko Ricky Posted February 9, 2019 On 2/7/2019 at 3:16 PM, Zemini said: I can't wait for the day where I can just think something and it magically (within a video game world) appears!! Ill probably be a few hundred years old when that comes however. Don't be so sure. Starting in the 2010s, neural networks--which had been in development for decades--suddenly became very useful, thanks to increases in computing power. More than likely, the 2020s will see the development of AI assistants that will initially be very rudimentary, and by the end of the decade will be a major part of design. I suspect that the next Doom game, whatever is after "Eternal," might be where we see the first hints of something like this. 0 Share this post Link to post
Danteezy Posted September 28, 2020 F to everyone in here who wanted modding support 0 Share this post Link to post