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- 2016-07-29T16:57:05 Switch (hist) [999 bytes] KDearnley (Talk | contribs) (Created page with "Category:Flow A Switch will signal one output based on the index value in the fire signal. The output's index is determined by their order. == Details ==...")
- 2016-07-09T12:10:55 Resource Usage & Optimization (hist) [8,309 bytes] ThePunchy (Talk | contribs) (Created page with "== Empty map == Empty map with no modules uses 4.02% Network, 0.58% Objects, 1.08% Network. == Objects == All objects can be separated in 5 different classes by their use of...")
- 2016-07-03T20:09:17 Communication (hist) [9,035 bytes] KDearnley (Talk | contribs) (Created page with "Category:Basics One of the most important tasks when making a map is communicating goals to the player. Since there are such a variety of maps, a creator can't assume that...")
- 2016-06-30T10:41:39 Window (hist) [1,483 bytes] KDearnley (Talk | contribs) (Windows from today's update)
- 2016-06-30T10:40:52 Reinforced Window (hist) [1,512 bytes] KDearnley (Talk | contribs) (Created page with "Category:Objects This fortified window was specially designed to keep demons from escaping. == Details == {| class="wikitable" |- |File:ReinforcedWindow.PNG|| '''Objec...")
- 2016-06-30T10:40:03 Corner Window (hist) [1,505 bytes] KDearnley (Talk | contribs) (New windows for today's update)
- 2016-06-29T14:03:54 Swap Mod (hist) [3,648 bytes] KDearnley (Talk | contribs) (Created page with "Category:Patterns It is possible to switch mods on command in SnapMaps, but requires some planning from the map author. By tracking the current weapon/mod and offhand weap...")
- 2016-06-28T11:54:05 Sequencers (hist) [3,248 bytes] KDearnley (Talk | contribs) (Created page with "Category:Basics The sequencer will fire its outputs in a specified order. By default, the order is defined by the order in which outputs are connected to the sequencer...")
- 2016-06-28T10:02:07 Tips (hist) [3,591 bytes] KDearnley (Talk | contribs) (Created page with "== Beginner Tips == <br> # Some properties can be assigned a variable by highlighting the property and pressing Options > Swap Variable/Constant. # Use Rotate and Snap To Gr...")
- 2016-06-25T03:42:57 Possessed Engineer (hist) [596 bytes] Gmr Leon (Talk | contribs) (Created page with "Category: Logic Category: Objects Possessed Engineers are an enemy that can either be directly placed or spawned through the encounter spawner nodes. == Possessed En...")
- 2016-06-25T03:42:07 Possessed Scientist (hist) [578 bytes] Gmr Leon (Talk | contribs) (Created page with "Category: Logic Category: Objects Possessed Scientists are an enemy that can either be directly placed or spawned through the encounter spawner nodes. == Possessed S...")
- 2016-06-25T03:40:17 Baron of Hell (hist) [578 bytes] Gmr Leon (Talk | contribs) (Created page with "Category: Logic Category: Objects Barons of Hell are an enemy that can either be directly placed or spawned through the encounter spawner nodes. == Baron of Hell Sta...")
- 2016-06-25T03:38:27 Revenant (hist) [605 bytes] Gmr Leon (Talk | contribs) (Created page with "Category: Logic Category: Objects Revenants are an enemy that can either be directly placed or spawned through the encounter spawner nodes. == Revenant Stats == {|...")
- 2016-06-25T03:36:40 Spectre (hist) [567 bytes] Gmr Leon (Talk | contribs) (Created page with "Category: Logic Category: Objects Spectres are an enemy that can either be directly placed or spawned through the encounter spawner nodes. == Spectre Stats == {| cl...")
- 2016-06-25T03:34:44 Pinky (hist) [539 bytes] Gmr Leon (Talk | contribs) (Created page with "Category: Logic Category: Objects Pinkies are an enemy that can either be directly placed or spawned through the encounter spawner nodes. == Pinky Stats == {| class...")
- 2016-06-25T03:32:35 Cyber-Mancubus (hist) [712 bytes] Gmr Leon (Talk | contribs) (Created page with "Category: Logic Category: Objects Cyber-Mancubi are an enemy that can either be directly placed or spawned through the encounter spawner nodes. == Cyber-Mancubus Sta...")
- 2016-06-25T03:30:55 Mancubus (hist) [692 bytes] Gmr Leon (Talk | contribs) (Created page with "Category: Logic Category: Objects Mancubi are an enemy that can either be directly placed or spawned through the encounter spawner nodes. == Mancubus Stats == {| cl...")
- 2016-06-25T03:27:23 Hell Knight (hist) [540 bytes] Gmr Leon (Talk | contribs) (Created page with "Category: Logic Category: Objects Hell Knights are an enemy that can either be directly placed or spawned through the encounter spawner nodes. == Hell Knight Stats =...")
- 2016-06-25T03:24:44 Cacodemon (hist) [575 bytes] Gmr Leon (Talk | contribs) (Created page with "Category: Logic Category: Objects Cacodemons are an enemy that can either be directly placed or spawned through the encounter spawner nodes. == Cacodemon Stats == {...")
- 2016-06-25T03:22:21 Possessed Security (hist) [670 bytes] Gmr Leon (Talk | contribs) (Created page with "Category: Logic Category: Objects Possessed Security are an enemy that can either be directly placed or spawned through the encounter spawner nodes. == Possessed Sec...")
- 2016-06-25T03:20:15 Possessed Soldier (hist) [626 bytes] Gmr Leon (Talk | contribs) (Created page with "Category: Logic Category: Objects Possessed Soldiers are an enemy that can either be directly placed or spawned through the encounter spawner nodes. == Possessed Sol...")
- 2016-06-24T22:44:16 Hell Razer (hist) [563 bytes] Gmr Leon (Talk | contribs) (Created page with "Category: Logic Category: Objects Hell Razers are an enemy that can either be directly placed or spawned through the encounter spawner nodes. == Hell Razer Stats ==...")
- 2016-06-24T22:39:59 Lost Soul (hist) [513 bytes] Gmr Leon (Talk | contribs) (Created page with "Category: Logic Category: Objects Lost Souls are an enemy that can either be directly placed or spawned through the encounter spawner nodes. == Lost Soul Stats == {...")
- 2016-06-24T22:25:10 Imp (hist) [1,271 bytes] Gmr Leon (Talk | contribs) (Created page with "Category: Logic Category: Objects Imps are an enemy that can either be directly placed or spawned through the encounter spawner nodes. == Details == While placed im...")
- 2016-06-24T15:14:22 Player Race (hist) [1,614 bytes] KDearnley (Talk | contribs) (Created page with "Category:Basics The player can play as a human or a demon. Players have access to their weapons and equipment as humans. As a demon, a player's weapons are replaced by dem...")
- 2016-06-23T17:58:32 Test Power Core Color (hist) [1,947 bytes] KDearnley (Talk | contribs) (Created page with "Category:Patterns Power Stations are capable of accepting Power Cores of any color. If you want to activate different logic based on the color of the given Power Core, you...")
- 2016-06-23T13:03:22 AI Follow Player (hist) [2,180 bytes] KDearnley (Talk | contribs) (Created page with "To create a demon companion, you'll need to convince an AI to follow you around. The reference map HUF4XDPB (Reference: Keep AI at Path Point) shows an example of a peaceful...")
- 2016-06-22T17:12:35 AutoMap (hist) [1,375 bytes] KDearnley (Talk | contribs) (Created page with "Category:Patterns User Chubzdoomer has used a camera, player input and a series of colored player blocking volumes to create an elegant automap. In the example map (ID 79Y...")
- 2016-06-18T18:59:34 BRUTAL DOOM 2016 (hist) [669 bytes] Doomlover14 (Talk | contribs) (I am remaking the Hell on Earth Starter Pack by Sergeant_Mark_IV.)
- 2016-06-15T12:14:01 AI Movement (hist) [2,344 bytes] KDearnley (Talk | contribs) (Created page with "Category:Basics The AI Path Points and AI Combat Points can be strung together to give direction to AI or create combat tactics. The Path points allow the AI to optionally...")
- 2016-06-09T16:12:05 Multicasting (hist) [1,167 bytes] KDearnley (Talk | contribs) (Created page with "Category:Basics == What is Multicasting == Multicasting is when one object/input/output is connected to multiple locations. Multicasting is useful for reducing the clutter...")
- 2016-06-09T11:10:46 Player and Team Intensity (hist) [1,975 bytes] KDearnley (Talk | contribs) (Created page with "Category:Basics Intensity is a general measure of how well a player or team is currently playing. The Player Intensity is based on events like taking damage, killing an AI...")
- 2016-06-08T14:16:19 Booleans (hist) [3,496 bytes] KDearnley (Talk | contribs) (Created page with "category:Basics == What is a Boolean == A Boolean is a variable that can only hold a true or false value. Booleans can be used as on/off switches or can b...")
- 2016-05-27T13:52:42 Boolean Messenger (hist) [1,331 bytes] KDearnley (Talk | contribs) (Created page with "Category:Patterns There are times when you will need to send a signal to distant parts of your map. You can use a Boolean to pass messages from one place to one or more ot...")
- 2016-05-25T12:18:32 Filters (hist) [6,679 bytes] KDearnley (Talk | contribs) (Created page with "Filters can be used to block or allow a signal based on the signal’s activator. Filters are like the bouncer at a nightclub, they only allow an activator on the list to pass...")
- 2016-05-24T17:26:36 Refollow After Combat (hist) [1,849 bytes] KDearnley (Talk | contribs) (Created page with "Category:Patterns AI Paths have an Unfollow for Combat property, but it is possible to tell demons to refollow after killing their enemy. <br> <br> == Use the Killer Act...")
- 2016-05-24T15:42:28 Auto-Pickup Weapons (hist) [1,789 bytes] KDearnley (Talk | contribs) (Created page with "Category:Patterns Some maps may benefit from the Quake-style weapon pickups, where the player only has to run over the weapon to pick it up. == Use a Trigger Volume ==...")
- 2016-05-23T12:09:01 Managing AI (hist) [4,992 bytes] KDearnley (Talk | contribs) (Discusses managed and unmanaged demons. Managing AI allows greater control over which 12 demons are active at any given time.)
- 2016-05-19T14:56:03 Activator (hist) [2,559 bytes] KDearnley (Talk | contribs) (Initial draft. I will create an example map and screenshots shortly.)
- 2016-05-18T10:37:23 Troubleshooting and Debugging (hist) [2,183 bytes] KDearnley (Talk | contribs) (Created page with "Category:Patterns There are lots of ways to troubleshoot a map. Most methods involve temporarily placing a player start, sound/visual effect, HUD, or other cue to view spe...")
- 2016-05-13T00:41:10 Object Mode (hist) [2,933 bytes] Tmustaine (Talk | contribs) (Created page with "{| |- | == Object Mode == Object mode is where all the magic happens. It is is a first person view of your map where customize the environment, add objects, and create new g...")
- 2016-05-11T18:19:16 SnapMap Modules (hist) [31,765 bytes] Jfaulken (Talk | contribs) (Created page with "#str_snap_module_category_function_90" "90 BEND" #str_snap_module_category_function_arena" "ARENA" #str_snap_module_category_function_coupler" "COUPLER" #str_snap_module_categ...")
- 2016-05-11T17:27:29 Flow (hist) [475 bytes] Jfaulken (Talk | contribs) (Created page with " == CATEGORY: AI == ===AI Combat Point=== Demons following an AI Combat path will move to the last combat point and defend it. You can't stop here, this is demon country!...")
- 2016-05-11T11:12:48 Community Resources (hist) [1,582 bytes] Count Bakula (Talk | contribs) (Created page with "Welcome to the Community Videos page. Have a look or post some content. The world is your oyster! == Informative === This is where you'll find Informative videos create...") originally created as "Community Videos"
- 2016-05-10T19:31:45 Logic (hist) [1,273 bytes] Jfaulken (Talk | contribs) (Created page with "== CATEGORY: AI == ===AI Combat Point=== Demons following an AI Combat path will move to the last combat point and defend it. You can't stop here, this is demon country! =...")
- 2016-05-05T11:58:38 SnapHub (hist) [2,381 bytes] Barnabas (Talk | contribs) (Created page with "Curated Content - Featured Maps Searching for content How do I publish Snapmap Creator id Snapmap map id Reporting Offensive Content Voting on Content Snap points detail expla...")
- 2016-05-05T11:55:34 Getting Started (hist) [5,185 bytes] Barnabas (Talk | contribs) (Created page with "Reference Maps Snap Academy Challenges Offline vs. Online Play Branching Snap Points")
- 2016-05-05T11:51:05 Blueprint Mode (hist) [2,757 bytes] Barnabas (Talk | contribs) (Created page with "Placing and Selecting Modules (Palette?) Customizing Modules Props Clutter Flipping Fog Color Lights Floor Selection Door Placement Entity Placement Sound Text...")
- 2016-05-05T10:38:41 SnapMap Glossary (hist) [28,290 bytes] Sarah.Wellock (Talk | contribs) (Created page with "CATEGORY: AI AI Combat Point Description: Demons following an AI Combat path will move to the last combat point and defend it. You can't stop here, this is demon country! In...")
- 2016-05-04T17:12:27 Main Page (hist) [4,167 bytes] MediaWiki default (Talk)