Yes, the guy with the videos
Sorry, I should really know better than to type things like that when I'm in a rush. Because it's such an easy fix, and more importantly to prove I'm not a bumbling idiot, here's what I did to make Map02 of your wad co-op friendly:
-The inside linedefs of the elevator door (linedefs 2686 & 2693) were flipped, changed to type 114 [SR Door Open Wait Close (fast)], and given sector tag 9. Now players can leave after they respawn.
-On your voodoo conveyor used for exiting the level: linedef 2729, the one that closes the elevator door, was changed to type 16208 [Generalized Door (W1, Close-Wait-Open action, Fast, 30 sec wait, no monsters)]. This has the effect of making the door inoperable by any means until the 30 second wait is over, and the voodoo doll will cross the exit linedef long before that. (Any door closing type should do, as long as it's a close-wait-open action and not just close and stay closed.)
That let me test it out with -solo-net, intentionally dying often to see what breaks. The one problem after that was the yellow key room. If one player goes in there, and dies before hitting the switch, the players are locked out of that room. Easily fixed by making the door openable from the other side.
If that is still unclear then it's a sign I need to get more sleep, but I can also upload my fixed version of Map02. (I don't like posting modifications of people's stuff without explicitly knowing they're OK with it.)
Then you should maybe read http://www.doomworld.com/vb/showthr...401#post1103401 and realize just what a hassle proper multiplayer support is with voodoo conveyors :( . Perhaps it's not worth it, and you should just stick a big "use at your own risk" warning in the text file. I don't want to be responsible for this mapset being unfinished by bogging you down with multiplayer problems! :P
Ahhhh, now I get it, I think that is a better solution too. Excellent cheers that saves me a lot of hassle. I read that thread earlier while searching for info on co-op and it looks like a real minefield. Should be possible to fix most of it though, what I will do is concentrate on getting the rest of the maps done and then figure out multiplayer stuff later.
Cheers for your help.
After a quick look, it's strongly promising! There'd be even possible that I'm gonna LP it asap.
nice one, would be interested to see that.