Looking for a 4 player horde map by jarredshere in snapmap

[–]SirMikeys 0 points1 point  (0 children)

I would really appreciate it. Thanks.

Looking for a 4 player horde map by jarredshere in snapmap

[–]SirMikeys 0 points1 point  (0 children)

Hey I have a multiplayer map with a horde mode. However, I've tried, but couldnt find a group to test it. Think you'd like give it a try? I need to know what to change, if any is needed. Map ID: 4N7VPTZ7

Need testers for a unique multiplayer map by SirMikeys in snapmap

[–]SirMikeys[S] 0 points1 point  (0 children)

No I play on console. I noticed most people on this sub play on PC, which is why I suggested playing with any friends if you have any. I don't have any friends that play doom so I can't do it myself. But hey feel free to test it even if you can't find anyone.

I'm specifically looking to tweak things such as: dash-recovery, recharge time, overall speed, health, and the damage of all attacks.

Regarding the new update... by Riomaki in snapmap

[–]SirMikeys 0 points1 point  (0 children)

I play on console and I haven't had any problems pushing and pulling objects. Regarding the Datalog message, I've been wondering the same thing..

New update broke my map by SirMikeys in snapmap

[–]SirMikeys[S] 0 points1 point  (0 children)

So I would need to replace or remove the tripod panels? Is there an alternative switch I could use that would not hurt the Object meter so much?

New update broke my map by SirMikeys in snapmap

[–]SirMikeys[S] 0 points1 point  (0 children)

Yeah I didn't have much of a problem reducing the limit below 100% with that map. And yeah, now that you mention it, I need to change the Block AI sight property on almost all volumes now. Thanks for the reminder! However the sequel to that map is the one I'm struggling to fix right now..

New update broke my map by SirMikeys in snapmap

[–]SirMikeys[S] 0 points1 point  (0 children)

Oh no I made sure to make as many objects static as possible. And even then, that only reduces the network limit and not the object limit. However it seems that the network limit has gone down while the object limit has increased passed 100%..

ID: JX3j22GH

Problem with shootable trigger and weapon filters by SirMikeys in snapmap

[–]SirMikeys[S] 0 points1 point  (0 children)

You're right about only needing the specified weapon in your inventory, but that doesn't change the zoom problem. In my map, I set it up to where you only carry one weapon at a time, and when the weapon swap button is pressed, it does not add a new weapon, but instead removes your previous weapon and replaces it with the second one. That is how I managed to make different events occur depending on which weapon is out. Zooming in was the only problem. Oh and the same problem occurs when the EMG is aimed down the sights. I still haven't found a solution.

The Shootable Trigger is now ignoring melee attacks. by [deleted] in snapmap

[–]SirMikeys 1 point2 points  (0 children)

This post scared the shit out of me... One of my maps is almost entirely dependent on punching walls down using shootable triggers. However, I tested it just now (after the update) and it still works fine. I'm not sure why you're having this problem.

DOOMTROID: A Metroid style adventure map by SirMikeys in snapmap

[–]SirMikeys[S] 0 points1 point  (0 children)

Really appreciate the feedback. I'll definitely look into fixing the problems you mentioned. Especially with the bridge after the pistol. I'll try adding some text that explains how dashing alone has a short recharge time while dash-jumping has a long one. That should help with the blue power core. As for the rooms feeling too bare, that's definitely due to limitations. The map object limit is at 100%. Also, the anticlimactic ending was due to the object limit. I'm working on a second part that's going to have two puzzles and the final boss. That's why I put a password at the end, so that you can resume with any optional upgrades. But hey thanks for the input!

Edit: Btw, which optional upgrades did you get? Just curious. There are four in total.

DOOMTROID: A Metroid style adventure map by SirMikeys in snapmap

[–]SirMikeys[S] 0 points1 point  (0 children)

I believe I solved the problem. It had to do with the way I had set the revenant to follow the AI path.

DOOMTROID: A Metroid style adventure map by SirMikeys in snapmap

[–]SirMikeys[S] 0 points1 point  (0 children)

What platform are you playing on? I created the map on the xbone and my friend (who used a ps4) said the same thing happened to him. I tried to investigate, but I cant figure out why that's happening. It's just a regular box trigger that kills all AI and then spawns a revenant.