Well
#7370 posted by Lunaran on 2005/03/08 20:55:33
I really think gameplay doesn't change a lot between SP and Coop even if the mapper add "team-play goodies" like you described (buttons and stuff...)
That's not what I meant. A map made for coop should be more than just a single player map with more shit in it - the various fights the players get in should be geared towards challenging a team of two. Fighting two shamblers and a vore, for example - really hard by yourself, but with someone to lure the voreballs away while you polish the shamblers off, suddenly things are different.
Lunaran
#7371 posted by JPL on 2005/03/08 23:46:53
As I tried to explain with the Halo2 example, it's rather difficult to see differences between SP and Coop gameplay, just the amount of monsters you have to fight. This in order to say I really think SP and Coop dedicated maps have to be developped with rather different spirit, and so on, it's really difficult to reach SP and Coop players' expectations with a unique map gameplay in fact...
Hm...
#7372 posted by necros on 2005/03/09 06:57:51
if it's number of monsters and ammo...
what about a mod that simply makes monsters respawn one more time when they die the first time, and ammo respawns one more time after it's picked up?
i could throw something like that together fairly quickly -- i already did continuous monster respawning as a mod anyway... it wouldn't be much different except there'd be a counter to keep track of how many times a monster or item had respawned...
Necros
#7373 posted by JPL on 2005/03/09 07:06:49
It seems it already exist in "old Doom series" when you play it in Nightmare skill... Killed monsters respawn after a certain time... but I don't know if it's really the case, or just many much more teleported monsters than in lower skills...
#7374 posted by Kell on 2005/03/09 07:09:15
In Doom the monsters respawn indefinately on Nightmare skill.
Kell
#7375 posted by JPL on 2005/03/09 07:11:02
Thanks to confirm ;)
Yeah,
#7376 posted by necros on 2005/03/09 07:36:04
what i'm basically suggesting is a simple way to double the ammo and monster count in already made maps.
dunno if anyone is interested, but i'd be willing to do it, and to look up how to make the mod work in quakeworld too, if anyone is interested.
Or Alternatively,
#7377 posted by necros on 2005/03/09 08:30:35
boost up all monster health by 2x and make any item pickup give the ammo to all players, regardless of who picked it up...
Powersphere Quest
#7378 posted by R.P.G. on 2005/03/09 09:36:24
The solution used by Powersphere Quest is a very viable one when lacking proper coop flags. That method is to simply bump up the difficulty of all skill settings. The only problems are that extremely inexperienced players will have a hard time in SP, and you can't really add gameplay devices that require 2+ players without stating the map is coop only.
Bah
#7379 posted by Lunaran on 2005/03/09 10:15:14
As I tried to explain with the Halo2 example, it's rather difficult to see differences between SP and Coop gameplay, just the amount of monsters you have to fight.
All right, I'll quit trying then.
PSP Quest.
#7380 posted by Shambler on 2005/03/09 13:22:29
Desperate even with two players - had to keep dying to recollect weapons.
Physics Processing Unit
#7381 posted by . on 2005/03/09 15:35:39
PSP Quest Is Disparate, Too.
#7382 posted by R.P.G. on 2005/03/09 16:11:17
Shambler, agreed. It needs more ammo. But one problem with Q2 is that dead players don't drop backpacks with all their ammo, unlike Q1 coop.
Shockwave 3d Shooter
#7383 posted by GibFest on 2005/03/09 17:47:38
Quite impressive.
Suppose You Want The Link Too?
#7384 posted by GibFest on 2005/03/09 17:48:22
Necros
#7385 posted by JPL on 2005/03/10 01:34:10
It should be a good idea to double the ammo and monster count and to boost up all monster health by 2x: more weapons and powerful monsters will gives more fun for sure!!
But the idea to make any item pickup give the ammo to all players, regardless of who picked it up.. is IMHO a bad idea.... I think the "team-play" will suffer of this last "feature", and so, we here move away from reality... and it's not good...
Nevertheless, it's a cool global concept to investigate... ;)
Global Pickups
#7386 posted by Preach on 2005/03/10 04:06:30
How about when an weapon is picked up, it goes into the "armoury", so that any player who dies respawns with it. That way you could get back into the action fairly quickly. You could also have a proportion of the ammo collected, like 5 shells, 10 nails, 2 rockets, added to the starting ammo when a player respawns. Of course, this might not help to fix all the problems with ammo shortages while playing, as it rewards players that die while not helping ones who survive...
Mmmm..
#7387 posted by necros on 2005/03/10 11:49:31
well, at least respawning with the weapons you have picked up would be a good idea, since you only keep weapons if you start the map with them, so single maps with a full weapon loadout are annoying because you need to go all the way back through it to get all the guns you'll need (or cheat, and give them to yourself)
a good example is e1m1rmx_hard, because the path is convoluted, and the later fights can't be won easily unless you take the time to pick up all the weapons if you died.
Chicken
#7388 posted by bal on 2005/03/10 12:17:06
You guys should have started a topic about this.
Bal Wins
#7389 posted by Lunaran on 2005/03/10 12:23:21
point to mailbox
Re: Dm_overflow Video
#7390 posted by czg on 2005/03/10 14:19:23
Coolness Tigger.
Nice to see the map being played :]
Yeah
#7391 posted by Lunaran on 2005/03/10 18:07:20
Nice to see the map being played
This is an absolute pleasure that is unfortunately all too rare. I saw two CPM23 demos on challenge-tv and it was such a blast.
I wish more players of custom maps knew we really like that kind of thing. Well, I do at least. Pity Doom3 demos rival .wav files in hugeness.
#7392 posted by cant map on 2005/03/11 10:47:12
R.P.G.
#7393 posted by PuLSaR on 2005/03/13 11:40:03
It seems like you don't check your e-mail regularly. So, I ask you again here:
Is there any progress with sm82?
RPG
#7394 posted by Zwiffle on 2005/03/13 12:02:49
doesn't reply quickly... he takes his time so each email is as personal as a poem written from his own fecal matter.. yes, that kind of personal.
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