Hi guys, Snapmap Chronicles #3 released! GET IN HERE!
Twenty minutes long. Twenty. Why twenty? Because on the hardest difficulty setting (I mean, c'mon, you wouldn't play this on anything lower, right?) this map absolutely DESTROYED me. In the fairest way possible.
Or maybe I'm just too stupid. In which case ragequitting is the right thing to do, am I right?
ALSO, an announcement: Skyrim Special Edition has been released TODAY, so I'll be playing some of that. Expect content from Skyrim SE in the future!
Be sure to leave a LIKE and SUBSCRIBE to my channel for more SnapMap!
No, not posting in this blog - we got a decent DOOM UPDATE!
Yes, DOOM 2016 has some lovely additions from it's recent Free Update 4, go check 'em out! Arcade mode, new multiplayer game modes, and a bunch of new features on SnapMap.
CAMPAIGN
Added Arcade Mode for all players
MULTIPLAYER
Added the new FFA mode called Bloodrush
Added the new team-based, Prowler vs. Marine mode, Possession
SNAPMAP
New DOOM Classic Campaign
Feature Pack Campaign mission including new classic DOOM levels
Classic DOOM Content
New classic DOOM modules, props, interactable items, lifts, pickups, sounds, classic player deaths and music
Community Support
Community Curation system enabling new maps to be published to be reviewed and recommended by the community
Community HUB overhaul to make finding your favorite content easier
SnapFeed support allowing users to subscribe to authors, players and maps to get up to the minute details on new content
Custom Environment Creation
Detailed hotspot and tiling textured blocking volumes can be used to create custom environments (Author's note: get excited for this. We'll see a lot more PBV custom maps - I'm looking at you, Void Runner!)
Decal Tool to add blood, numbers, demonic symbols, grime, corrosion, etc. to your maps (more gore, extra nice)
Massive update of new Hell and UAC environment props
New container object models (I'm thoroughly excited to see what this is)
Additional Logic Tools
Copy content and logic from one map to Paste into another
Created multi-level campaign using Next Map Logic
Added Hazard and FX as a category of Spawners
Set color input added for all volumes and hazards
Snap Grid Offsets added to editor settings to allow authors to offset in XYZ coordinate space
POI can now be set on spawner items
Authors can get precise camera position by previewing the camera view within the editor
Added set environment and fade to camera properties
Authors can set their editor view to ignore current module environment settings
Cylinder volumes can be used as shootable triggers
Added support for silent (no VO announcements) lockdowns
No longer need to set a DOOM ID to post to map leaderboards
Additional DOOM Single Player Consistency
Additional DOOM weapon upgrades from Campaign – mastery versions of the HAR and Combat Shotgun
Campaign-styled communication HUD elements
Editable interactable GUI
Additional FX and Hazards
Added Rune Tablet interactable
Publish maps with Campaign intro screen and lobby
Additional equipment pickup items
Add Static keycard and weapons props
Added setting to disable hit feedback sounds
Added setting to disable damage indicators
Added setting to disable AI teleport FX
Added Berserk powerup
More Stuff
Additional Armor and Weapon Customization Skins
Revenant Player Demon
Usable volumes will now work in the front of doors
Blocking Volumes (previously called Player Blocking Volumes) now default to static and visible when placed
AI can now be affected by Blocking Volumes
Some props can have their FX toggled on and off
For more information, head on over to Bethesda's Doom News.
Great, you made a store. It looks spruced up, with relevant information for players to see. But sometimes, Interactibles just won't cut it - you may need a better visual cue, or simply want to add variety to your map. This is where the wonder of Volume Triggers come into play. These wonderful buggers will ensure that people can activate stuff on a certain space, and when set up properly, can be as discrete...
Or audacious as it can...
Or something in the middle. In order words, here's your chance to get really tingly in the brain pan.
The Ingredients
The shopping counter.Volume trigger is what we want in this circumstance. I suggest using the Cylindrical Trigger, with at least 180-unit radius, of jump height (around, say, 64-96 units). Since we need a visual cue now, you need to design something from the Large/Small Objects menu, but make sure that they are small enough to fit inside the circle without blocking the player
The cashier. A resource - Player Resource or Team Resource. Like the last tutorial. Again, Player Resource for individual stuff.
The item to sell. Again, Inventory, Vitals, Pickups... it's all up to you. In this case, we're doing weapons, so we'll be sticking with Inventory.
1. You get to be more flexible with this one. This is what I used on my map in progress...
Mmmmm... sexy crates.
I want something that contrasts on purchase so I used Crate 03, Crate 03 Open, and Crate 03 Lid. I'll put both closed and opened crates in the same spot later, with the Open version and the Lid being hidden from start. The weapon on top serves as an indicator.
Again, if you don't want to accidentally pick up the items, configure your Pickup 'setpiece' with an "Any AI" filter.
2. We now set up our volume. Right now, it's nothing more of a volume existing in a world space - no function whatsoever. So we press 'X' on the volume, and adjust the properties. Remember that you need to set the 'Colors' to 0, 0, 0 in order to "hide" the volume, set the 'Make Usable' to True, and adjust the cooldown by about 5 seconds to stop the players from being spammy mcFspam.
You can be as discrete or outright as you want - personally, I like taking the discrete approach and let the presentation do the work.
3. The layout would be the same as the last time. We'll still use Spend as our output.
By now, you should know the drill: Tap X when placing objects until everything aligns to the grid.
ConfigureSpendas needed.
4. We then use the input On Spend Resources Succeededwhen the purchase succeeds. But instead of doing output on Vitals, this time we output on Inventory usingGive Weapon, and choose the appropriate weapon on its Properties.
Some weapons can have mods installed. Choose wisely.
And we set the On Spend Resources Failedwith a message. Standard.
Now this is where the beauty of Volumes come in - we now try to 'animate' the store.
5. Remember that we've set the Crate 03 Open and Lid to Hide on start? We will now make them 'appear' when the purchase has been succeeded, and replace the closed one in a single, unnoticeable tick. To do this, we need to link On Spend Resources Succeededinput toHide the closed Crate 03, and Showthe 'opened' Crate 03 and Lid! Remember to multicast!
Complete the illusion by showing and hiding elements. Similar items with stark contrasting properties work best; but you can also work with World Texts, lights and sound effects.
And the finished product, with the cylinder trigger in place and Crates aligned:
Doomguy approved!
Final Notes
You can show and hide elements to change the way your shop looks before and after purchase. Plasma, Steam, World Texts, Hell Props - get creative!
You can make a 'template' of shops and just copy and paste them anywhere on your map. Saves a lot of time and effort! Don't forget to change accordingly.
Aligning nodes along the grid will help you debug when something goes wrong. In contrast, a shoddy node network results in frustrating debugging.
Thanks for reading! Be sure to check back often for more SnapMap!
We're now starting a slew of tutorials for SnapMap! Hope you keep watch over this blog, as I will be posting updates. I can also make SnapMap tutorials over on YouTube, but I'm still working on the general look and feel of the videos.
When I started playing SnapMap, I noticed a lot of Surival-themed maps that centered around gathering points for players and shops. Which raised the question: how do I make shops a la Call of Duty: Zombies? For this tutorial the scenario would be:
Making a shop that dispenses ARMOR if the player has enough credits, otherwise it tells the player to get more credits.
The Ingredients
The shopping counter.A trigger - Volumes, Interactibles, or even Player Input (if you wish to have a shop you can 'carry around'). I find Interactibles to be the best, but you can use Volume Triggers as well. Personally, if I'm purchasing weapons, I go with the Volume Triggers; Interactibles are reserved for Health/Armor/Ammo/Powerups.
The cashier.A resource - Player Resource or Team Resource. This is our backbone for purchasing stuff. I use Player Resource if individual players are claiming resources (cash) on their own pace, like most multiplayer games with an economy system.
The item to sell. Whether it's Inventory, Vitals, Pickups... it's all up to you. Pickups can be spawned or given directly, same with ammo/health/armor (and any modifiers). You can even have obstacles clear out, doors open, friendly Demons spawning...
The bells and whistles.Finally, some audiovisual cues - you can use Messages, World Texts and/or FX, in combination with 2D/3D Speakers or announcer Speakers. Or use Callouts. Technically speaking you can use any object you can find, as long as you get the effect that you want, so get creative! I would suggest avoiding World Texts though, as they add about 0.40% towards your Objects cap.
Minding the store
1. The storefront. You want a shop that attracts customers, right? Let's do one that easily catches the eye:
I'm pretty sure that terminal sells armor.
We used a Tripod Panel on this one so that we can add texts inside the panel, instead of just having a button. Saves us time and precious resource counts!
If you're curious, here's the properties:
Make sure that Allow Reuse is set to True, otherwise, whether the transaction succeeds or not, we will not be able to use this again.
Now, time to put our shop to work.
2. Working with Player Resource. Let's now put the Player Resource in, and node it to our Panel with inputOn Used and output Spend:
Align it well, or you'll be in debugging hell.
So every time we use the Panel, we will be spending Player Resource. The amount spent will be based on the Spend output properties. Any amount will do, but for this example, let's set it to 500:
You can assign a Variable to the value, if you want it to scale (or offer discount) after certain conditions are met.
3. Successful purchase. Now, we press "G" on our Player Resource variable, and select the input On Spend Resources Succeeded:, and node to the Vitals with output Give Armor:
Remember: Vitals for HP/Armor, Inventory for shooty stuff.
We want our armor to be completely restored, so we adjust the properties of our Give Armoroutput:
Amounts are almost always adjusted in blue Output nodes.
4. Insufficient funds. What if the player doesn't have enough resources? That's where the other output, On Spend Resources Failed,will come into play. Simply link it from our Player Resource to a very obvious object: the almighty Message.
I'll be subtle here, and not rub this in people's faces when they can't afford what I offer. Of course, there's fun in the opposite approach too!
Then we just set our Message, and that's it!
And our finished product:
Final Notes
You can add and change variables to whatever suits your liking, but be sure to take in mind your Objects and Network limits!
You can scale the amount of resources to spend for every successful purchase by linking On Spend Resources Succeeded with a Variable (Integer or Number) via Add, setting the amount to increase on the output, and using the Variable as the resource amount to spend on our earlier output Spend.
Volumes have a better degree of freedom, since the Interactibles are so limited in terms of visuals and function.
Thank you for reading and as always, I hope you have fun mapping!
Chances are there's no need for you to upgrade your rig for Skyrim: Special Edition.
That's right, folks. The system requirements for Skyrim: Special Edition has been released, and boy, is it low. So, so low: Minimum System Requirements:
Windows 7/8.1/10 (64-bit Version)
Intel i5-750/AMD Phenom II X4-945
8GB of ram
12 GB free HDD space
NVIDIA GTX 470 1GB /AMD HD 7870 2GB
Recommended System Requirements:
Windows 7/8.1/10 (64-bit Version)
Intel i5-2400/AMD FX-8320
8GB of ram
12 GB free HDD space
NVIDIA GTX 780 3GB /AMD R9 290 4GB
Of course, if you plan to heavily mod Skyrim, you need to have a buffer for these requirements. Texture packs will surely be abound and plentiful, so invest in that VRAM!
What are your thoughts on Bethesda's Skyrim remaster? Go ahead, discuss in the comments down below!
Thank you for taking the time to view this blog - I am very much active despite the deleted post I had before (simply because I took down the vid, it wasn't up to my quality 'snuff').
So anyway, gameplay videos will commence about a week after I post this, and I will be posting regularly. Be sure to check out my YouTube channel for more! What you'll expect from my videos: A metric fuckton of DOOM: SNAPMAP (tutorials and playthroughs, and a possible campaign - I've only spent 4 hours in the campaign, to be honest) A whole lot of SKYRIM (Including the upcoming Remaster) SomeBEAM.NG DRIVE and SIMPLE PLANES (because why not?!) Some MOBA TRIPPING (because, why not?!) And more possible content to come!
So, there you go. For any inquiries, email me at zepolleon27@gmail.com. LIKE and SHARE my page as well! https://www.facebook.com/zepolleongaming/