My only two suggestions for Quake 2 CoopOrDie
Hi Pat,
The mod is great. It's easy to use and works very well. This is actually my first time playing Quake 2 and I've been playing through the maps with a friend in your mod.
First, I have a minor suggestion for the teleport map. All the teleporters look the same, and, at first there seems to be no problem with that. But the first time we played, we got to a certain level and one of us died, so we were sent back to the teleport map. Even though there are map descriptions when you walk up to the teleports, it's still unclear to a new player how to resume the last map. I had thought the row on the right was all custom maps and never saw that first "Current Map" teleport. Since some teleporters are now newly uncovered (i.e. the first and second) on the left row, it appears it did save the progress, so we went in the last open teleporter on the left -- but oops -- those are for sending you to the first map of each mission.
Long story short, my first suggestion is to make the "Current Map" teleport a bigger teleport, a different color (maybe red or blue), and have it placed in the middle of the teleport map ship, so it's visually clear that that is the "correct" one to go to.
My second suggestion involves dying.
When you die in a single player game, of course, that's it - you're dead - and you have to re-load a previous save file which may be a while ago, and in the previous map, but when you do load that game, you still have all your weapons of course, since it's a save file.
In CoopOrDie however when you die it appears the person who dies loses all their equipment, but the person who did not die gets to keep their equipment. Now, I agree, there needs to be a punishment for dying, otherwise the player is less "afraid" to die. But the problem with taking away the weapons is that all the weapons aren't in all the maps. So, if you die in one of the later maps, you will be very hard-pressed to find a shotgun, or machinegun, but since the maps were originally designed for SP, you find shotgun and machinegun ammo everywhere (since the game assumed you still have them) so it can be a bit awkward in that sense... finding a bunch of ammo that you can't use and being useless with the pistol. Furthermore, if you do find a gun, later in the game, it will probably be a "big gun" of which you haven't found much ammo for, since the big gun ammo is more rare, to maintain the balance originally designed for SP mode.
Sorry, I type way too much, but my suggestion then is to have the player who dies keep their actual weapons, but they lose 80% of their ammo or something like that, grenades included, and they lose all their "items" like silencer and whatnot.
This way, there would still be a penalty for dying, but the player who died would still be able to begin playing (normally) again instantly, although he might need to find a little more ammo, it'd still be better than starting with only the pistol.
(If this makes the penalty for dying too small, maybe have the player who died start with ~70% health instead of 100% when they come back to life?)Thanks for reading,
by the way, I love to map, especially for the Quake engine. If I can find the time I will definitely make a little Coop campaign for the teleporter map if that offer is still open.