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Getting Started

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Revision as of 2016-05-10T08:10:34 by Sarah.Wellock (Talk | contribs) (REFERENCE MAPS)

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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 build you are interested 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


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


Challenges Offline vs. Online Play Branching Snap Points