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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!
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!