DOOM
Juxtapose Jul 1, 2020 @ 7:10am
SnapMap, Creating a Gore Nest, and other Basic Questions
Hello everyone,

I started using SnapMap yesterday, and I'm enjoying the creation process so far. Single Player missions and Campaigns are where my interest lies, and to start, I'm making a single map to learn to the editor. I've figured a good bit out from YouTube videos and simply toying around, but I do have several questions I'm hoping people can answer for me:

1) For a Gore Nest, I'm trying to create one like the Campaign where when you "use" it, waves of Demons spawn in. Right now, I'm using the logic chain of: On Use>Spawn Demon Wave Event. While that technically works, I'm having the following issues with it:

- The Demons don't begin spawning until well after the Gore Nest is destroyed; several seconds later. It's a noticeable delay between the spawning in the Campaign. I'm not sure how to resolve this.

- Vega says "Lockdown in effect" and the word "Lockdown" appears on the HUD. Is there a way to stop this?

- The doors in the module do technically lock down, but instead of being "locked," they open and there's a translucent barrier there preventing player exit. I tried linking the door to the Logic Chain to truly lock it (and I want to display the Lock Down graphic as well, just like in the Campaign), but I can't seem to do it.

Does anyone know how to resolve the above, or is there perhaps an alternate method to achieve the Gore Nests event?

2) When I pick up a power up, Vega says the name of said power up. Is there a way to disable that?

3) When I activate an Argent Cache, I'd like it to increase my Health perma by, say, 25 Points (to a total of 125). How can I accomplish this? There's a Heath/Armour part of a Logic Chain, but I'm obviously not using it correctly.

4) Would I be correct that the Summoner and Bosses are not available in the editor, at least by default?

5) In the Campaign, there's general corpses of UAC personnel everywhere. Are those corpses in the editor? I've only found the blue and yellow tech and Elite Guard, as well as lots of skeletons.

Thanks everyone!
Originally posted by WarLeopard:
Hi Juxtapose.

1) From what I have experienced, I don't think there is a way to spawn demons directly after popping a Gore Nest. I've not been able to do it, and the maps that I have played haven't done it either.

The 'Lockdown in effect' notification, as-well-as the lockdown of the module are synonymous. To prevent both, set the doors in the module to close and lock when required (entering the room, or popping a nest, etc) and unlock them when finished.

A little heads-up however: demons can attack and pass-through the white barrier and players can hit monsters on the other side but not walk through. If the doors close and lock instead of entering the 'lockdown' state, then demons can be trapped on the other-side. Also, it's normally good to inform the player that they are locked in a room.

2) I don't think that there is a way to stop the notification regarding picking up a power-up.

3) I have found that setting the player health (and armour) via the Player Proxy logic and giving health (and armour) via the Vitals logic to have worked for me.

4) Unfortunately, you are correct that the Cyberdemon and Spider-mastermind are not available in Snapmap. The Summoner can be copied into a map from another map that has it (or at least that is how I think it has been done, I need to test for myself).

5) Unfortunately, you can't have all of the corpses that appear in the Campaign (I understand your frustration on this one).

While you can make map that feel akin to the main Campaign, it is not possible to replicate it. For instance, if the player dies they will by default respawn at the respawn logic piece retaining some progress and will not load from a saved point.

It's a shameless plug, but for the Argent Cache and the module lock down (although it's not exactly the same) I have achieved something similar in my second map 'Slipgate Escape' (map id: WTBZ75MT). The Argent Cache is in the 'Fire Corridor' and the room with the Baron has been set to manually lockdown two doors. Feel free to use it as a reference and let me know if I helped.
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The author of this thread has indicated that this post answers the original topic.
WarLeopard Jul 6, 2020 @ 3:37am 
Hi Juxtapose.

1) From what I have experienced, I don't think there is a way to spawn demons directly after popping a Gore Nest. I've not been able to do it, and the maps that I have played haven't done it either.

The 'Lockdown in effect' notification, as-well-as the lockdown of the module are synonymous. To prevent both, set the doors in the module to close and lock when required (entering the room, or popping a nest, etc) and unlock them when finished.

A little heads-up however: demons can attack and pass-through the white barrier and players can hit monsters on the other side but not walk through. If the doors close and lock instead of entering the 'lockdown' state, then demons can be trapped on the other-side. Also, it's normally good to inform the player that they are locked in a room.

2) I don't think that there is a way to stop the notification regarding picking up a power-up.

3) I have found that setting the player health (and armour) via the Player Proxy logic and giving health (and armour) via the Vitals logic to have worked for me.

4) Unfortunately, you are correct that the Cyberdemon and Spider-mastermind are not available in Snapmap. The Summoner can be copied into a map from another map that has it (or at least that is how I think it has been done, I need to test for myself).

5) Unfortunately, you can't have all of the corpses that appear in the Campaign (I understand your frustration on this one).

While you can make map that feel akin to the main Campaign, it is not possible to replicate it. For instance, if the player dies they will by default respawn at the respawn logic piece retaining some progress and will not load from a saved point.

It's a shameless plug, but for the Argent Cache and the module lock down (although it's not exactly the same) I have achieved something similar in my second map 'Slipgate Escape' (map id: WTBZ75MT). The Argent Cache is in the 'Fire Corridor' and the room with the Baron has been set to manually lockdown two doors. Feel free to use it as a reference and let me know if I helped.
Juxtapose Jul 6, 2020 @ 10:23am 
Originally posted by WarLeopard:
Hi Juxtapose.

1) From what I have experienced, I don't think there is a way to spawn demons directly after popping a Gore Nest. I've not been able to do it, and the maps that I have played haven't done it either.

The 'Lockdown in effect' notification, as-well-as the lockdown of the module are synonymous. To prevent both, set the doors in the module to close and lock when required (entering the room, or popping a nest, etc) and unlock them when finished.

A little heads-up however: demons can attack and pass-through the white barrier and players can hit monsters on the other side but not walk through. If the doors close and lock instead of entering the 'lockdown' state, then demons can be trapped on the other-side. Also, it's normally good to inform the player that they are locked in a room.

2) I don't think that there is a way to stop the notification regarding picking up a power-up.

3) I have found that setting the player health (and armour) via the Player Proxy logic and giving health (and armour) via the Vitals logic to have worked for me.

4) Unfortunately, you are correct that the Cyberdemon and Spider-mastermind are not available in Snapmap. The Summoner can be copied into a map from another map that has it (or at least that is how I think it has been done, I need to test for myself).

5) Unfortunately, you can't have all of the corpses that appear in the Campaign (I understand your frustration on this one).

While you can make map that feel akin to the main Campaign, it is not possible to replicate it. For instance, if the player dies they will by default respawn at the respawn logic piece retaining some progress and will not load from a saved point.

It's a shameless plug, but for the Argent Cache and the module lock down (although it's not exactly the same) I have achieved something similar in my second map 'Slipgate Escape' (map id: WTBZ75MT). The Argent Cache is in the 'Fire Corridor' and the room with the Baron has been set to manually lockdown two doors. Feel free to use it as a reference and let me know if I helped.

Thank you kindly for the reply, WarLeopard, this is most helpful!

A few follow up points:

1) Okay, it sounds like I'm generally doing Gore Nests correctly then with the Lockdown Event. For the door, my intention is the have the doors actually lock, and then to display the red "lock down" graphic like in the Campaign.

Oddly, when I have the Gore Nest's Use logic string go to the door, it does not give me the option to Lock it; that's actually one of the first things I tried. Worst case, I'd need to leave the invisible barrier from the event only, but would much prefer a proper locked door.

I'll try a Player Proxy for the Health boost!

Yeah, I recognize that SnapMap was primarily geared towards Multiplayer, and they added in more Single Player/Campaign content afterwards, but that it's still based off the game's Multiplayer model.

I know I won't be able to emulate the Campaign perfectly as a result, but I am trying to get as close as possible.

Again, thank you kindly for your help!
WarLeopard Jul 8, 2020 @ 9:27am 
Interesting. A little while ago I had a look myself and was able to set a door to lock and also stay open upon request, but I was using the Module logic piece for that (specifically, when the player entered the room). If the door is not providing: Lock; Open (that is keeping the door opened); Unlocked (normal door operations); Lockdown etc, then unfortunately I don't know how to help any further.

My general advice would be to simply double check the connections, doors and the logic pieces that form the connections. Sorry that I can't help any further.
Juxtapose Jul 8, 2020 @ 11:20am 
Originally posted by WarLeopard:
Interesting. A little while ago I had a look myself and was able to set a door to lock and also stay open upon request, but I was using the Module logic piece for that (specifically, when the player entered the room). If the door is not providing: Lock; Open (that is keeping the door opened); Unlocked (normal door operations); Lockdown etc, then unfortunately I don't know how to help any further.

My general advice would be to simply double check the connections, doors and the logic pieces that form the connections. Sorry that I can't help any further.

I did, and the connections were fine, so I tried something else. The door that I could not get this to work with was a Yellow Keycard door. I separated it from the room with the Gore Nest via a hallway with a traditional door, and said traditional door locked down the way I wanted no problem on the first try.

So it had something to do with it being a Keycard door, and I'll keep that in mind for the future.

I also got my Argent Cache working via Player Proxy like you suggested!
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Date Posted: Jul 1, 2020 @ 7:10am
Posts: 4