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Doom 2016 snapmap vs doombuilder
Doom 2016 snapmap vs doombuilder










  1. Doom 2016 snapmap vs doombuilder full#
  2. Doom 2016 snapmap vs doombuilder mods#

Probably a little early though but how many have you already built some maps on graph paper? I would love to see a SnapMap sub forum as well. But I can't deny that the new Doom game is doing a pretty competent attempt at embracing original Doom fans I really dont think its very feasible for a new Doom game to seriously replace old Doom. I'm really lucky that my first experiences with playing doom wads were with wads such as Alien Vendetta and Scythe 2. 1994 wads were hard to play at the time and today most people consider them to be unplayable crap, and no doubt a new editor which allows a lot of creative freedom will need a year or two before people really start getting good at it, and by then, half the population will be completely off put by the idea of playing custom content.

doom 2016 snapmap vs doombuilder

In 1994, the average gamer had a much higher tolerance for mediocrity, and were not in that generation anymore. (dont inquire more about this, I haven't really fully manifested the idea)īut I feel the approach of using the prefabricated pieces is a safe way to ensure the custom content you play, no matter by how idiotic the level designer is, is going to somewhat resemble the quality of the base game. And depending on the motif you picked, you could simply arrange your shapes together and like floodfilling textures, the map would auto populate with physical features like metal beams, crates pipes, computer panels in a uac base level, and statues and torches and sacrificial burial grounds in a hell map. Something kinda of like wad author where you plot some shapes and you can mold them around like clay, and instead of picking textures like you do in Doom, you could pick motifs, such as hell wasteland, hell castle, ware house, computer station, steel foundry, nukage processing, etc. If it were feasible, I would have pushed for something a bit more intuitive. If it were up to me I dont know if I would have approved a puzzle piece map editor that you stitch together like a quilt. I'll probably make a few maps in it before I just return to old school doom mapping. I realize that with such an advanced 3d engine that this would be pretty unfeasible, but I still can't help but feel like this is missing some of the beauty of map making.

doom 2016 snapmap vs doombuilder

Doom 2016 snapmap vs doombuilder full#

If we end up really utilizing the SnapMap tools and get a firm understanding of what's going on inside of it, create successful and fun content that the community enjoys out of it with it's limitations, then if they release a full blown toolkit maybe the modding scene will see some newcomers and bring in new ideas for both classic doom and doom 2016 :D Now if they do end up releasing a nice toolkit for all the savvy modders out there, this could be the kickstart for some of the younger or less mod-savvy people out there as myself to really give it a shot when they become available is all I'm trying to say.

Doom 2016 snapmap vs doombuilder mods#

But I was just saying that as a huge fan of Doom and it's mods since the beginning and not talented enough (or at least not having the time to really get in there and try to learn the stuff) to actually use the source code or the extensive modding tools available as it is, this seems quite promising for fans like me. Well hopefully they do this for Doom as well. It wouldn't take long period before they release Modding tools however, just like Fallout 4, it's modding tools will be released this april.












Doom 2016 snapmap vs doombuilder