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Always fancied making your own DOOM levels and maps? Well then SnapMap is for you!
With SnapMap you can create your very own DOOM maps and challenges, as well as recreating classic DOOM modes and gameplay.
Snap Academy is a great starting point for getting your creative brain around the create tools within SnapMap. You can choose to take beginner or advanced classes to expand your SnapMap knowledge
Five Minutes to Snap - general editor functionality and tools introduction
Looks and Feels - aesthetics of SnapMap creation aka how to decorate your modules/palettes ( props, lighting, fx)
Making Connections - introduction to logic editing, gameplay mechanics and monsters
How to Conduct yourself - a Snap Academy end of term test where using a pre built map you use spawners to create gameplay
Single Control : Multi Select - Working with groups of modules and connecting them easily
Single Control : Duplicate Modules - Connecting groups of modules by using the duplicate tool
Single Control : Duplicate Objects - How to use duplicate to make more of objects, such as classic barrels
Single Control : The Grid - Making the most out of the grid to place objects more exactly
Advanced Training : AI Path Points - Placing AI paths to get maximum gameplay impact
Advanced Training : Logic Chain Mode - Use the logic chain tool with ease
Advanced Training : Filters - All there is to know about pre filters, filters and custom filters
Advanced Training : Activator - Working with an activator within existing SnapMap logic chains
Snap Academy reference maps are designed to help fledgling creators understand gameplay and create elements. You can go into a reference map to see a demo of the aspect of map building that interests you in order to see how the finished product should look and apply those learnings to your SnapMap creation.
You cannot use a Snap Academy reference map as a build basis for your SnapMap
FULL LIST OF SNAP ACADEMY REFERENCE MAPS
Power Core - Power Core Station and Power Core droppable items
Containers - Containers galore!
FX and Hazards - FX and hazards
Player Demons - Demon Rune and example Player Proxy usage
Pickups - Individual Pickups, Pickup spawners and some item Spawn Setting examples
Lights - Point and Spot light examples
Props - Props and some example prop actions
Weapons - Weapons and Weapon spawners
Interactables - Panel and Munition box examples
AI Directors - A few different examples of how the AI director can mix up gameplay
Player Communication - Text and call out examples
Player HUD and POI - Objective, POI and HUD setting examples
Triggers - Varieties of trigger examples
Events - Enemy event examples, from boss to survival
Player Blocking Volume - Samples of player blocking usage
Team - Team Proxy and Team Iterator examples
Player Input - Player Input examples
Teleporters - Fun with Teleporters!
Camera - Clever ways to use the camera in your map
Gameplay Settings - Examples of clever ways to use the gampeplay tool
Map - Best usage of the Map object
Endgame - Some examples of the Endgame Settings object
Score Settings - Showcases some examples of the Score Settings object
Module Proxy - Examples of using the Module Proxy object
Variables - Host of variables examples including resources, Boolean, Cached Object, Color and String Variable examples
Demons - Demon Spawners, AI Proxy, AI Path Points and AI iterator examples
Filter Usage - Object and pre-filter examples
Order of Operations - See the Order of Operations tool in use
Activator and Cached Object - Various Activator and Cached Object examples
Exploders - Explosions in action!
Audio - Music examples including music, 3D Speaker, 2D speaker and VO speaker
Flags - See how to use the droppable Flag object
Doors and Keycards - Keycard droppable and using doors with keys examples
Snap Puzzles are designed to teach players by making them experiment and troubleshoot. Do your best to figure out the puzzles on your own. Take a break and come back to any tough puzzles. Try not to look up the solutions; you will learn the material more effectively if you can solve the puzzle on your own.
If you play another user's SnapMap and want to add your own style/gameplay to it you can simply 'branch' from their map and create your own!
The original map author will still be credited in your new creation but you will be able to re-publish it with a new map name and leaderboard.
HOW TO BRANCH A MAP
Find the map you would like to branch from and select SAVE TO MY DOWNLOADED MAPS
Go to MY SNAPMAPS and select MY DOWNLOADED MAPS
Then simply choose the map you would like to edit/branch from and choose EDIT
Then you are all set to make changes and re-publish the map in its new form and with a new name!
- It might not be obvious what the player goals and objectives are. Use the Communication objects so that the player knows what to do.
- Some properties can be assigned a variable by highlighting the property and pressing Options > Swap Variable/Constant.
- Use Rotate and Snap To Grid to neatly align and organize your objects. You can change the rotate Angle Snap Increment and snap to grid Grid Size in the module properties.
- Place a Module object anywhere inside a module to trigger events when a player enters that module.
- Make a Trigger volume invisible by setting its Show on Start property to false.
- Up to 12 AI can be alive at any time, additional demons will only spawn as AI are killed. Control the order that demons spawn by disabling the Show On Start property on placed demons and Show them on demand. Alternatively, use the Single Demon Encounter object to spawn demons as needed.
- Disable respawning by changing the Respawn Delay property in the Gameplay Settings object to a negative value like -1.0.
- Player Resource and Team Resource objects hold a value for each player/team. All Player Resource inputs require a player as an activator. All Team Resource inputs require something that has a team (player, AI, etc) as an activator.
- Read the input/output descriptions as you follow a logic chain to figure out what the activator will be. Some inputs will behave unexpectedly if no activator or the wrong activator is passed in.
- Troubleshooting and Debugging a map can be hard. Narrow down the problem by moving the player start, inserting audio cues into your logic chains, setting up HUDs and using other temporary logic.
- Create Checkpoints by enabling/disabling Player Start objects.
- You can give your player Bigger Loadouts by using the Player Input object and a Player Loadout object for each weapon. When the player presses Weapon Switch, Give the next loadout to the player.
- The Gate object's outputs will only fire when a Test Gate input is signalled.