- #Make doom snapmap coop mod#
- #Make doom snapmap coop mods#
- #Make doom snapmap coop plus#
- #Make doom snapmap coop download#
There was a lot of good content created for Forge, but it was really being tied to a package that got people into it. 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. 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. There was probably also the problem that people weren't ready to thinking about coming to Doom for a content creation toolkit. 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.
#Make doom snapmap coop plus#
Plus the multiplayer was the same way, and to point, I think people got caught up with the disparity between the campaign and the MP that SNAPMAP wasn't even a consideration. 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 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.Īs far as being a separate binary.at least you didn't have to dig through folders to launch it, it was there from the main menu. I'm pretty sure that that's already more than Mario Maker had in the way of 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. Plus I think it's a little harsh to say there wasn't even "basic" curation. 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.
#Make doom snapmap coop mod#
There will be some amazing "game jam" style prototypes but the average gamer will lose interest after one too many "PT 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.
This is also why I expect Dreams to pull a LBP. Hell, it was a separate binary if memory serves so a lot of us never even wanted to wait to switch binaries to see if anything cool had come out.
#Make doom snapmap coop download#
I've never had the patience to download a mod through Bethesda's mod managerĪnd iD didn't even bother to provide basic curation for Snapmap. Steam workshop has potential but is a complete clusterfuck (like most things Steam). Nexus Mod Manager is still too "out there" for most people. The ones that took off were generally either a complete stroke of luck (Team Fortress, DOTA, etc) or were because of heavy sponsoring and curation from the base game devs (Rocket Arena, Chaos UT, etc).
#Make doom snapmap coop mods#
The "dirty secret" of the mods era was that most (?) never really got off the ground and had incredibly small communities. Zombies and other things like it worked because the devs provided a curated list of maps.