
It got cut for the Switch port (for memory reasons). The casual audience were unaware of its existence while the dedicated audience were generally underwhelmed by it.
#Doom snapmap coop update#
I recall comments on SnapMap's final update trailer that thought the mention of a co-op mode seemed like a neat addition - except for the fact co-op had been in the game since launch. At launch, the rarest achievement in the game was to publish a map. They should've led with this trailer instead from the very beginning.īecause of the two above points, SnapMap ended up being the least played mode among Doom 2016's offerings (the other two being Campaign and Multiplayer of course). They only started advertising SnapMap as a "more-campaign-mode" thing at the tail-end of the game's update life cycle. In the Update 4 trailer which introduced Custom Geo and the ability to link levels to make campaigns, arguably SnapMap's largest update which is responsible for the current style of impressive maps, only got six seconds of screen time in the Update 4 trailer - and even then, it didn't bring any attention to the Custom Geo feature at all, only the Classic modules. Outside of the preview in the original E3 reveal, we only got this as a trailer before launch. It also didn't help that there was hardly any advertising or promotions for SnapMap. First impressions matter a lot and people weren't impressed with what was presented at launch. The modules themselves weren't very flexible, as evident from the "official" E1M3 remake at launch, which didn't look anything like E1M3. Modules make sense but I don't understand why they thought launching with the two-weapon multiplayer limit was a good idea. In terms of being able to create a campaign-styled map, it was extremely limited at launch (two weapon limits and module-only construction). It didn't help SnapMap's perception when they unveiled it primarily as a gimmick mode maker. There are some self-imposed limitations too - like the 12-spawns-capacity, missing weapon mods, missing demons, missing props, missing pick-ups, etc. Actually, the AI sometimes just bugs out within Custom Geo in general, particularly Hell Knights.

If I recall correctly, AI pathing is bugged for elevated Custom Geo. Custom Geo could use a lot more development. SnapMap suffers from plenty of bugs and crashes in the editor. There are so many incredibly diverse and expansive WADs out there - of which other users on this site are more familiar with than I am. SnapMap was great but I wouldn't claim it "can create worlds bigger than WADs".
