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Doom 2016 snapmap demon portal
Doom 2016 snapmap demon portal









In another area I drop an enticing-looking chaingun and set a trigger to make a false wall slide away, revealing two angry Hell Knights.

doom 2016 snapmap demon portal

When the player picks up the red keycard, I make it so that a few Imps spawn behind them and block the exit. I use these logic chains to create a few traps, which are an important part of any Doom level. So, for example, if you drag a chain from an invisible trigger point to a door, you can set it so that when the player enters the trigger point the door opens. You use them by dragging ‘chains’ between objects in the editor’s 3D view.

doom 2016 snapmap demon portal

They let you use scripting to create set-pieces, puzzles, and other cool interactive stuff without having to write any code. Logic objects are crucial to making a good SnapMap level. I do the usual FPS thing of starting with basic grunts, escalating to tougher foes. This makes the process of populating the level much more time consuming, but about an hour later I’m done. So I have to get creative and set every demon to ‘hidden’, only revealing them when the player hits certain invisible trigger points. One thing SnapMap doesn’t tell you is that you can only have twelve in the level at once. I go back to the editor and start placing demons. Creating the map was the easy part now I have to make it fun. I make a few sections shorter to keep the pace up and think about where I’m going to place the enemies, health, ammo, and so on. Once the level’s built I spend some time running around it, getting a feel for the layout.

doom 2016 snapmap demon portal

A network of corridors occasionally opening up into large arenas, with branching paths that will force the player to hunt for a keycard.











Doom 2016 snapmap demon portal