LCom's forum posts

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#1 Posted by LCom (118 posts) -

Online play is finally available in the PC release, and (as begrudgingly expected) I haven't seen a single online game running.

Has anyone had luck finding online games? Maybe a certain night where people are playing? Would it be worth it to setup a night among people looking to play? If anyone's interested, speak up!

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#2 Posted by LCom (118 posts) -

Yeah. That was a bigger bummer than the load time. I guess custom game logic was a pretty heavy load so I understand it, and 4 player coop is pretty standard, but I was really hoping for at least 6 players. You could do interesting stuff with 3v3 or 2v2v2.

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#3 Posted by LCom (118 posts) -


@gundato: I thought the actual secret to the mod era is that there were thousands of them, and even tho the ratio of ones that stay in obscurity to the ones that get popular stay the same, but the specific numbers of each go up. The only reason dev curated maps / modes hold popularity is because when there's only one option for what to play it's impossible for the playerbase to get split up.

Plus I think it's a little harsh to say there wasn't even "basic" curation. There's tags for what kind of creation it is, search, bookmark levels, bookmark creators, and a dev curated showcase that I saw swap out more than once in the time that I was checking in on a fairly regular basis. I'm pretty sure that that's already more than Mario Maker had in the way of curation. Plus There was at least 3 content drops that increased the toolkit of pieces that creators had to work with, so there was post-release support from the devs.

As far as being a separate least you didn't have to dig through folders to launch it, it was there from the main menu. But can't deny how rough it was that it took a separate load that was probably longer than the initial boot, and without even having a some kind of showcase preview before that load to convince anyone why that load is worthwhile. Plus the multiplayer was the same way, and to @humanity's point, I think people got caught up with the disparity between the campaign and the MP that SNAPMAP wasn't even a consideration. I had fun jumping into the MP for a little while because it was somewhere on the level of a q3 or later arena shooter, and really in I think people found it a letdown because even though it was /fine/, it didn't surprise or advance anything about the genre the way the campaign did, and it stood out.

There was probably also the problem that people weren't ready to thinking about coming to Doom for a content creation toolkit. You might think differently with the long (and still active) history of community Doom WADs, but maybe 2016 was far enough removed that people were looking to compare it in terms of modernization - compare it to Halo and CoD rather than it's own history. @thievingsince95 brings up that stand alone Halo Forge, which I was super pumped about when it was first announced, but even I constantly forget that it exists. There was a lot of good content created for Forge, but it was really being tied to a package that got people into it. But that initial load for SNAPMAP (plus all the character customization unlocks were completely disconnected from the ones in MP) really made it feel like something with a high initial investment, vs Forge that IIRC was just a tab over that you could even kind of wind up in accidentally.

Dreams could go LBP, but both of those will reach a higher standard because you go into a Media Molecule game knowing it's about browsing and creating community content. The first comparison I think of is Trials Evolution. That was a side-scrolling platform racer that had tools powerful enough to let people turn it into first person jumpscare houses, but then we got a few interesting things and then a sharp falloff, maybe because those weren't side-scrolling platform races.

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#4 Posted by LCom (118 posts) -

Is anyone else disappointed with no return of SNAPMAP? I know the big hit of 2016's was the badass campaign, but after reinstalling out of excitement for Eternal, I played one level and then got bored and went back to roughing out new games modes in SNAPMAP.

I can't get over how complex yet approachable the logic system was in SNAPMAP. While watching Vinny's Dreams steams I was struck by their game-logic nodes and said "yo, that's SNAPMAP." I feel like it could have approached some of the gameplay creations reminiscent of Starcraft custom maps, but it just never reached that level of popularity, even while being packaged with that universally lauded campaign. How did MW's Zombies ever get so far?

I know SNAPMAP will still exist in our hearts and in the 2016 game, but if the promise of Eternal's campaign is to improve on 2016's in every way, I'm afraid that none is going to look backwards, and SNAPMAP is destined to be a ghost town forever more.

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#5 Posted by LCom (118 posts) -

@tomba_be: There's a distinct difference between saying "this is not what I prefer" and "this is broken", and someone calling something broken because they don't like it is 1. wildly self centered 2. a way harsher piece of feedback than is due to a project that (by all other measures other than personal taste) is a fully functioning and quietly impressive feat.

I have no idea what you think my logic is if you somehow found yourself at "this site should not exist".

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#6 Posted by LCom (118 posts) -

@lokihellfire2008: Totally agreed. Nothing about the site is "unusable" and the redesign rolls in some long standing requests. More customization options are always better, but anyone making complaints has a severe lack of appreciation for the amount of effort it takes to make any of these changes happen, especially on a site with such a scale as this one.

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#7 Posted by LCom (118 posts) -

@tanstaafl: I've seen Coming up on the front page since the redeisgn. It must be replaced by something ("Live now on GB Infinite"?) when the upcoming list is empty.

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#8 Posted by LCom (118 posts) -

RL is basically the only game I keep coming back to for online play, so if there's still room I'd be down

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#9 Edited by LCom (118 posts) -
@d_w said:
No Caption Provided

I finished my game just in time! It's Match3 meets Breakout, and was inspired by the videos of stuff like Money Puzzle Exchanger and Tetris Battle Gaiden. Though it doesn't really have any references to Giant Bomb. It's two player though! I never made a multiplayer game before so that was fun knocking that out today.

Oh! This looks exactly like my kinda jam. Can't wait to give it a play (along with everyone else! I think I probably have more fun seeing what everyone made than making my own thing)

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