DOOM
Sweet C May 29, 2016 @ 10:56am
How does Snap Map compare to TimeSplitters 2/Future Perfect's map editor?
Maybe it's because I have nostalgia goggles on, but I remember TimeSplitters having a much better map editor. There were more options to customize your levels like choosing from different themes (hospital, castle, etc). The maps would look totally different with each theme bringing in new props and textures.

I've been playing custom maps on Doom and it feels like it's all the same stuff. Like Halo Reach where all Forge maps had that same grey look because of the limited options.

I've never played with Doom's actual editor myself, so I don't know if there's more options to play with that I haven't seen in other's maps. So how is it?
< >
Showing 1-6 of 6 comments
NateJennings May 29, 2016 @ 11:05am 
Being a fan of Time Splitters 2 and Time Splitters Future Perfect, I saw this debate coming. I haven't played the new Doom, as my rig won't pull it and I'm no longer a console gamer (that ended in 2010). But I'm interested in this comparison.
Sweet C May 29, 2016 @ 11:11am 
I'm hoping someone with extent knowledge of Snap Map come along and contributes to the discussion. Maybe I just don't appreciate some of the subtle aspects of Doom's editor.
CoffeeCup May 29, 2016 @ 11:27am 
I'm not sure about TimeSplitters (I only briefly managed to play the editor) but Doom does have the capacity to create entire gamemodes, which I find interesting.
Heck, I created a script that lets you carry all the weapons you pick up.
Mutant1988 May 29, 2016 @ 1:49pm 
Originally posted by zombiebot:
Maybe it's because I have nostalgia goggles on, but I remember TimeSplitters having a much better map editor. There were more options to customize your levels like choosing from different themes (hospital, castle, etc). The maps would look totally different with each theme bringing in new props and textures.

I've been playing custom maps on Doom and it feels like it's all the same stuff. Like Halo Reach where all Forge maps had that same grey look because of the limited options.

I've never played with Doom's actual editor myself, so I don't know if there's more options to play with that I haven't seen in other's maps. So how is it?

Logic wise - It's much better. You can do everything you could in TSFP and more. I should know, I spent weeks tinkering with that level editor. The memory limit is a LOT more generous for one thing.

Environments are better (Layout and looks wise - Less blocky and lots of unique features in modules) except for the lack of freely connectable tiles and the purely visual variety. The freely connectable tiles are a feature from TSFP I really wish Doom had. The inability to customize geometry in any way is a major drawback. As for the visual variety, it's all but guaranteed that they'll release more visual themes. The assets for it already exist within the singleplayer campaign. Hell is pretty much a given, but with a bit of creativity on the developers behalf, I reckon we could also get some snow/ice modules out of the VEGA level and red desert modules out of the mars exterior in the first few levels. Lots of opportunities for modules and props.

I'd say the map maker is a major step up from TSFP, except for the lack of freely connectable tiles. If they add that, the possiblities in level design will be expanded almost infintely.

Although I find the 2 weapon limit (That it shares with MP) aggravating. I really hope the developers add a old-school mode that allows carrying a full arsenal and having unique ammunition pickups for all weapons.

I've made a few templates of various neat logic chains that you can check out:

https://www.reddit.com/r/snapmap/comments/4lhiis/radiation_logic_template_id_bhh7lshs/
https://www.reddit.com/r/snapmap/comments/4lkn0l/cold_logic_template_id_2x4vpvvy/
https://www.reddit.com/r/snapmap/comments/4lm2nl/oxygen_airlocks_logic_template_id_mjyvstct/

I made a very basic form of the Radiation and Oxygen logic in TSFP way back, but needless to say the Doom versions are a lot more versatile. Especially since I actually have memory left to build a level too.

I also made a suggestion to implement a similar system to the TSFP freely connectable tiles. Posted on Reddit to get some feedback, before I'll post it on the Bethesda forums. I don't know if a developer will bother reading it or if it's even something realistic to ask for, but it would be an awesome feature to have:

https://www.reddit.com/r/snapmap/comments/4l9fhg/module_suggestion_joinable_modules_the_ability_to/

As for my TSFP level editor credentials, I made this:

https://www.youtube.com/watch?v=b1TR6VxurPk
Last edited by Mutant1988; May 29, 2016 @ 1:51pm
CoffeeCup May 29, 2016 @ 1:58pm 
Originally posted by Mutant1988:
Although I find the 2 weapon limit (That it shares with MP) aggravating. I really hope the developers add a old-school mode that allows carrying a full arsenal and having unique ammunition pickups for all weapons.
Psst.
http://steamcommunity.com/app/379720/discussions/0/357287304425350099/
Sweet C May 29, 2016 @ 8:42pm 
Great post. Thanks for all the insight!
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: May 29, 2016 @ 10:56am
Posts: 6