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DOOM SnapMap |OT| Build and share, until it's done

I was extremely hesitant to pick up Doom until I learned this mode supports co-op. After playing Onslaught, I'm extremely eager to see what the community comes up with after it can spend significant time on creations. This really is a feature that they should have been advertising more heavily, because it really got lost inbetween the "campaign" and "multiplayer" hype. It's also rare to see map editors on consoles that allow for this type of granular modification to gameplay, which is extremely exciting to see.

Yep. I've continued to play and have come up with some great co-op puzzles where players are forced to seperate into smaller teams and then placed in difficult situations where their success or failure makes things worse or better for the other team.
 
I'm almost scared at how much I want to lose myself in this SnapMap thing.

Even Halo Reach's comparatively simplistic Firefight customization kept me tweaking and experimenting and tuning and testing and playing for months.

This right here is a much bigger shebang. Little Big Doom.

Now if only I did have the time ;p
 
I'm almost scared at how much I want to lose myself in this SnapMap thing.

Even Halo Reach's comparatively simplistic Firefight customization kept me tweaking and experimenting and tuning and testing and playing for months.

This right here is a much bigger shebang. Little Big Doom.

Now if only I did have the time ;p

The game unlocked for me a day and a half ago, almost exactly. I've played 1 campaign mission, and spent the rest of the time in Snapmap (most creating). I actually haven't even published any maps, because I feel like I'm iterating and learning fast enough that I keep redoing areas when I learn something new.
 
The issue with snapmap currently is that it uses the multiplayer gun logic. You can't hold more than 2 weapons unless I'm missing something major in the editor.

That kinda makes snapmap useless to me. The fun I have with the game is switching between multiple weapons based on the threat, just like in the single player.

Hopefully that comes in a patch. If I'm wrong and you can have multiple weapons at once then please let me know.
 
What might be fun is what Doom 1 PS1 MP did, where you had two people on either side of the map who had to work their way to the middle and meet each other.

Going to have a good old play with this later this afternoon :)
 
What are the chances that the PC modding community will create new tile sets?
 
What might be fun is what Doom 1 PS1 MP did, where you had two people on either side of the map who had to work their way to the middle and meet each other.

Going to have a good old play with this later this afternoon :)

This is what I plan on doing as well whenever I end up having time for it.

I also wanted to make a level where the number of players determined which path opened to play. but i can't seem to make that work.
 
Does anyone know if its possible to assaign a player to an objext? like only player 3 can open this blue door, or only player 2 can pick up key cards?

For a door that doesn't require a keycard, just go to the door properties and then go to custom filter, and change that to the player that you want to be able to open it. For the keycard, go to the properties of the keycard and do the same. Then the door would only be able to be opened by the player that has the keycard.
 
Just played a CoD zomies type map. Could use a bit more touch ups but seems pretty fun to me! Gonna play it with friends later tonight.

Has the whole buying items off walls and using currency to open more rooms. Just nothing to stop or slow down spawns.

Name:
Nazi_Zombies117_V1.3

Author:
Nanyjustnany
 
I messed with SnapMap a lot last night and ended up staying up until like 3AM working with it. Man was it a good time.

All in all, I'm really impressed by how flexible this seems to be. Plus, the game really keeps it together performance-wise even when you're cramming a bunch of demons or logic in a room.

I ended up making something a little bit different. It's an interesting little pet simulator thing that's sorta like a clicker game, where you have to save up money to buy your demon pet furniture. You can also earn money by fighting random mobs. I think it's fun, check it out:

Name: My Pet is a Demon Simulator

Author: Baust

Map ID: SYXN8E24
 
Has anyone figured out if there's a way to tweak weapon damage/range?

Or maybe also change the health of individual enemy types on a global level? I can change it on each spawner I place, but it would be nice to be able to just set it when the player spawns in.
 
I've worked through the tutorials for Snapmap, and stumbled upon the Snapmap Puzzles. Has anyone gotten into these yet? Basically, they're "broken" Snapmaps, that the player needs to fix in the editor. Completing logic circuits, re-ordering stuff, etc. But with limitations in place, like only being able to edit the AI for a particular monster. Basically turns Snapmap itself into a puzzle. Pretty novel, and a great way to show off some of the features of it. I'm stuck on the player blocking volume challenge one - a real head scratcher. Loving that this is in here though!
 
Very disappointed with SnapMap. Not so much SnapMap in itself, bur rather the fact that id focused on this rather than developing proper modding tools. From a modder's perpsective it feels akin to Apple deciding to scrap Logic in favor of pushing Garage Band harder.

The thing is just way too prefab-dependant and rigid from a level design perspective. It's easy to see just how much people are struggling with recreating the fundamental, basic layouts of the original Doom maps they're trying to recreate. You hit the ceiling for what you can pull off depressingly fast with these tools. Compare this to the Creation Kit for Skyrim (from purely a level design perspective, not any of the other aspects), that one is also built upon the same principles of prefab tilesets with pieces for 2/3/4-way corridors and such, but it's way more open ended and flexible on top of that. I had a lot of fun circumventing limitations and thinking outside the box when doing level design for Skyrim (and even managed to create a pretty damn faithful E1M1 duplicate with Dwemer assets), but I can tell straight away that I'm going to find no such joy with SnapMap.
 
Damn it.
Putting AI on map is problematic. There's a limit how many can exist at once, and the game favors lower-ranking guys. The result is that my pre-set bosses don't appear, breaking triggers...

Sigh, i need to redo a lot of things then. I dislike this dependency on spawners, setting up pre-set AIs is so much easier, or would be without the limits...
 
Very disappointed with SnapMap. Not so much SnapMap in itself, bur rather the fact that id focused on this rather than developing proper modding tools. From a modder's perpsective it feels akin to Apple deciding to scrap Logic in favor of pushing Garage Band harder.

The thing is just way too prefab-dependant and rigid from a level design perspective. It's easy to see just how much people are struggling with recreating the fundamental, basic layouts of the original Doom maps they're trying to recreate. You hit the ceiling for what you can pull off depressingly fast with these tools. Compare this to the Creation Kit for Skyrim (from purely a level design perspective, not any of the other aspects), that one is also built upon the same principles of prefab tilesets with pieces for 2/3/4-way corridors and such, but it's way more open ended and flexible on top of that. I had a lot of fun circumventing limitations and thinking outside the box when doing level design for Skyrim (and even managed to create a pretty damn faithful E1M1 duplicate with Dwemer assets), but I can tell straight away that I'm going to find no such joy with SnapMap.
After playing around with it for a few days, I have to agree. The limitations, namely those around keeping the maps multi-platform, knee capped it. We'll still see flashes of brilliance, but zero mod support means Doom just doesn't have any legs. Like... what can we make besides the Horde Mode id already made?
 
Very disappointed with SnapMap. Not so much SnapMap in itself, bur rather the fact that id focused on this rather than developing proper modding tools. From a modder's perpsective it feels akin to Apple deciding to scrap Logic in favor of pushing Garage Band harder.

The thing is just way too prefab-dependant and rigid from a level design perspective. It's easy to see just how much people are struggling with recreating the fundamental, basic layouts of the original Doom maps they're trying to recreate. You hit the ceiling for what you can pull off depressingly fast with these tools. Compare this to the Creation Kit for Skyrim (from purely a level design perspective, not any of the other aspects), that one is also built upon the same principles of prefab tilesets with pieces for 2/3/4-way corridors and such, but it's way more open ended and flexible on top of that. I had a lot of fun circumventing limitations and thinking outside the box when doing level design for Skyrim (and even managed to create a pretty damn faithful E1M1 duplicate with Dwemer assets), but I can tell straight away that I'm going to find no such joy with SnapMap.

I couldn't possibly agree more. This editor, though fun to screw around with, is also stupidly restrictive and lacking in content (no Hell theme? are you fucking shitting me?).

Also: Is it even possible to change the demon you become via the Demon Rune? I've looked all over the place and can't for the life of me figure it out. I'm assuming it's just yet another one of SnapMap's many shortcomings...
 
It sounds petty, but the lack of custom music kinda ruins this for me.

Every map is going to feel pretty similar without any unique assets differentiating them.
 
I've worked through the tutorials for Snapmap, and stumbled upon the Snapmap Puzzles. Has anyone gotten into these yet? Basically, they're "broken" Snapmaps, that the player needs to fix in the editor. Completing logic circuits, re-ordering stuff, etc. But with limitations in place, like only being able to edit the AI for a particular monster. Basically turns Snapmap itself into a puzzle. Pretty novel, and a great way to show off some of the features of it. I'm stuck on the player blocking volume challenge one - a real head scratcher. Loving that this is in here though!
I actually had a peek at the tutorials after playing the main game and discovered SnapPuzzles! I was hooked and completed them on a rampage in a couple of hours. I need more of them! The one you are stuck on gave me some trouble, I went on with the next one and later I had an idea about how solving it! (Keep trying, its pretty twisted, but there are clues)

I think they are pretty didactic, I'm a programming student and loved how it was just like coding! The visual scripting is awesome once you get a hang of it.

I wish they added more of them, really.

Once I finish my exams I'll try and make something on snapmap. Let's see what ideas I come with! It would be exciting playing with some of you.
 
Does anyone know what the purpose of "snap points" is? Are they just for unlocking character armor? Because if so, that seems a bit silly.
 
Does anyone know what the purpose of "snap points" is? Are they just for unlocking character armor? Because if so, that seems a bit silly.

Armor, stances, colors, but yes, all character related. It's pointless. It's not even that you buy it in Snapmap and have it available in Multiplayer. You unlock Multiplayer character stuff by playing and Snapmap character stuff by purchasing.
 
no Hell theme? are you fucking shitting me?

The Hell modules will come later. Don't forget that SnapMap will receives free updates over time. That includes things like new themes, new modules, new tools, new features, new AI, etc.

Also, Marty Stratton has hinted at full mod support a couple times. A couple weeks ago he said they would do something "in conjunction with SnapMap" if the fans demanded it. So it will probably come at a later date.
 
I've worked through the tutorials for Snapmap, and stumbled upon the Snapmap Puzzles. Has anyone gotten into these yet? Basically, they're "broken" Snapmaps, that the player needs to fix in the editor. Completing logic circuits, re-ordering stuff, etc. But with limitations in place, like only being able to edit the AI for a particular monster. Basically turns Snapmap itself into a puzzle. Pretty novel, and a great way to show off some of the features of it. I'm stuck on the player blocking volume challenge one - a real head scratcher. Loving that this is in here though!

I found them far too easy, to be honest. But they are clearly presented as a learning/feature demo tool, so that is actually fine. I wish there were more of them.

A hint about player blocking volumes:
if I recall correctly, the ones you mention won't block the player while he is in demon form. Also, keep in mind you can make duplicates for free of anything inside a green area and place that in any location.
 
The Hell modules will come later. Don't forget that SnapMap will receives free updates over time. That includes things like new themes, new modules, new tools, new features, new AI, etc.

Also, Marty Stratton has hinted at full mod support a couple times. A couple weeks ago he said they would do something "in conjunction with SnapMap" if the fans demanded it. So it will probably come at a later date.

I'm hoping that despite being id tech 6 rather than 5, they can repurpose Rages mod tools and change them as needed to make them compatible with Doom. Of course I know nothing about the differences between id tech 5 and 6 and it's probably not that easy but I hope id can make it work, Doom without full on mod tools just doesn't seem right to me. Modders are a very talented bunch of folks and I'd love to see what they could do for Doom.
 
Does anyone know what the purpose of "snap points" is? Are they just for unlocking character armor? Because if so, that seems a bit silly.

When you publish a map, you can select different backgrounds, overlays, and icons for your map's picture. You can buy more of these things with snap points, so your map would hopefully stand out more.
 
Trying to connect back to previous rooms (for the sake of loop-arounds) is about like trying to manually finish coasters in RollerCoaster Tycoon. Jesus, what a pain in the ass.
 
I'm waiting for this thing to take off, hopefully in the next few weeks.

I'd love to see some remakes of classic Doom 1/2 and Quake levels.
 
I'm waiting for this thing to take off, hopefully in the next few weeks.

I'd love to see some remakes of classic Doom 1/2 and Quake levels.

I may try my hand at a few remakes, though you're so limited with what you can do architecturally it's nearly impossible to recreate many of them.
 
Snap map needs to ditch multiplyer gun, weapon handling rules and inherit movement, weapon change itmes, loadout, upgrade options, balance, etc. and instead just use everything possible from the campaign. The disparity between the two is confusing and uncomfortable how much slower it is bring up your explosive shot for the shotgun for example.

The SP is brilliantly balanced, and snap map needs to inherit that for consistency and quality sake.
 
I'm waiting for this thing to take off, hopefully in the next few weeks.

I'd love to see some remakes of classic Doom 1/2 and Quake levels.

Simply not possible with the prefabs they give you. Which means that rumour about an addon with remade Doom 1 levels might be true, they can't sell that if the community already made those.

Snap map needs to ditch multiplyer gun, balance weapon handling rules and inherit movement, weapon change itmes, loadout, upgrade options from the campaign. The disparity between the two is confusing and uncomfortable how much slower bring up your explosive shot for the shotgun.

At its core SnapMap is multiplayer. I don't think those features will go anywhere, though it would be great if they gave us SnapMap v2 which would be just for singleplayer content with placing of individual walls, floors and ceilings. And all rules from singleplayer.
 
Bumping an old post of mine because I'm still curious about this...

Also: Is it even possible to change the demon you become via the Demon Rune? I've looked all over the place and can't for the life of me figure it out. I'm assuming it's just yet another one of SnapMap's many shortcomings...

Has anyone figured this out yet? Is there any way to morph into any other demon besides the Baron of Hell with the Demon Rune?

It seems bizarre to me that they'd include the Demon Rune, yet not let you specify which demon you become like in MP.
 
Snap map needs to ditch multiplyer gun, weapon handling rules and inherit movement, weapon change itmes, loadout, upgrade options, balance, etc. and instead just use everything possible from the campaign. The disparity between the two is confusing and uncomfortable how much slower it is bring up your explosive shot for the shotgun for example.

The SP is brilliantly balanced, and snap map needs to inherit that for consistency and quality sake.

Yup. I think it'd be beneficial as long as it isn't prohibitively expensive to make the necessary changes.
 
I'm sad to be out most of the day! Just figured out a Dark Souls type map!

I got the souls lvling and shopping figured out, along with bon fires, a souls-y boss fight and a few other neat touches. Now if only I was home today to make it!

Original Concept; Do Not Steal
 
Bumping an old post of mine because I'm still curious about this...



Has anyone figured this out yet? Is there any way to morph into any other demon besides the Baron of Hell with the Demon Rune?

It seems bizarre to me that they'd include the Demon Rune, yet not let you specify which demon you become like in MP.

I can't find a way to do it.

I see no player setting for choosing your preferred demon beforehand like in MP, and if you just place the demon rune in your level the player turns into a Baron. The last possibility is that you have to add a modifier of some sort to the demon rune item to change it. If it works this way, I can't find it. In the gameplay settings object you can set whether the demon rune instantly spawns you, or if it puts you into ghost mode and allows you to choose where to spawn. You can also use a player proxy to set it so on an event you change the race of the player, but the options are "auto" and "demon" and both seem to work the same. (I set it so I'd race change upon entering a room, and set it to auto. I put a demon rune elsewhere. If I entered the room as a human, it turned me into a Baron. If I entered the room as a Baron, it did nothing.)
 
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