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printz

Rules of thumb for multiplayer starts and things?

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For people who can't easily test their maps on multiplayer, are there rules of thumb of where it's the best to place deathmatch starts? 

 

Also how many multiplayer specific monsters to place for coop? I see, from my AutoDoom experience, that coop most of the time is a cakewalk, except for certain wads like BTSX E1 which are specifically prepared for coop, where the difficulty spikes massively, so if you die (like the bot often does), your game is very much doomed and you need to restart.

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Posted (edited)
1 hour ago, printz said:

are there rules of thumb of where it's the best to place deathmatch starts?

You place them where @Decay says they need to be ;-)

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Remember that the voodoo doll "scripts" is not working in deathmatches, because there is no player 1 starts appeared (Boom format). As example in this case better to add alternate paths, exits, e.t.c. if you want map works both coop and dm.

P.S. Autodoom with bots sometimes lagging (Manor from Master Levels for example).

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Find a suitable area in the middle of your map, set it to be the "dm area" of the map. Preferably an interesting area that is the "heart" of your map and not too big.

Construct the map so that this area is blocked off when playing deathmatch. Put a few linedef near the coop starts that open up the dm area when you're not playing deathmatch. This can often be bolted on as an after thought on most maps. Put weapons in alcoves or places which get closed off when playing non-dm.

Here are some easy examples of how to do this in Doom 2.

Map06: Designate the exit area as the DM room. Have the entryway to this one opened up only from the outside, same with the extra stairs to the start area.
Map16: Wall off an area of the map, have the walls lower when you exit the first building in single player.
Map29: The initial lowering floor also opens up the teleport to the narrow stairs. Put a few strategic walls in the blood to limit the play area in dm.

One can easily find and build a suitable dm arena in most maps, especially if the map is designed with this in mind. I am not a fan of completely separate dm areas, I prefer to play in the single player map, ideally with the rest of the map as scenery.

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Posted (edited)
On mardi 22 mai 2018 at 2:13 PM, riderr3 said:

Remember that the voodoo doll "scripts" is not working in deathmatches, because there is no player 1 starts appeared (Boom format). As example in this case better to add alternate paths, exits, e.t.c. if you want map works both coop and dm.

It's possible to have teleports that only work in netplay by giving the multiplayer-only flag to the teleport destinations.

 

In Boom you can even have different teleport destinations for single, coop and DM.

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