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Danfun64

master levels coop support

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I don't mind the whole only a couple levels per wad thing, but I want to know which of the master levels are suitable for coop. I heard that some of them aren't.

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Damn, this is making me realize I haven't really given the Master Levels a fair shot in many years. I'm gonna get my hands on a copy and try them online. For the time being... Paging Soundblock!

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At a glance through DoomBuilder, all the maps appear to be co-op compatible on the most basic level (in that they all feature spawns for all four players).

Geryon.wad, Minos.wad & Nessus.wad have all the co-op playerstarts completely separated, which can and probably will fuck with the original sequence and flow of things a bit. Vesperas.wad lobs P3 and P4 into the action immediately for some reason too. Virgil.wad separates 1&2 from 3&4, giving the latter some bizarrely easy/early access to a key before a single shot is fired.

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I played with the odamex server cfg files once and came up with a vanilla server configuration that includes the entire vanilla maplist (order: doom, doom2, master levels, no rest for the living, tnt and plutonia). In case you are interested: http://pastebin.com/raw/phkEvPUQ and use it as follows (don't forget to set the waddirs variable, I don't remember the reason but whatever)

odasrv -config <cfg name>

I compiled the last client revision (at the time of writing) here, it eliminates weapon bobbing oddities: https://mega.nz/#F!YkYX1LBZ

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No idea how ML would play in co-op, I'm pretty sure all of them remained untested for this mode prior to release. Mine were at least.

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Sorry for the bump, but catwalk has poor coop support. (the collapsing bridge, which I don't know how to get around, and there seems to be no other way to get across that area).

edit: subspace is also problematic

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