Re: Zombie Mod from Valve!
Posted by Crono on
Tue Nov 21st 2006 at 8:11pm
Crono
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You had me until Turtle Rock.
Blame it on Microsoft, God does.
Re: Zombie Mod from Valve!
Posted by G.Ballblue on
Wed Nov 22nd 2006 at 3:40am
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Dear Jesus, I hope they release this, like, right now. This is exactly the kind of HL2 game I'd want to map for! :biggrin:
ps: I lol'ed at one of the Valve members comments about how "Co-op is hard to implement."
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Zombie Mod from Valve!
Posted by midkay on
Wed Nov 22nd 2006 at 5:24am
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That's funny how?
-- midkay
Re: Zombie Mod from Valve!
Posted by G.Ballblue on
Wed Nov 22nd 2006 at 5:29am
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Because it's not hard.
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Zombie Mod from Valve!
Posted by midkay on
Wed Nov 22nd 2006 at 5:41am
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How would you go about implementing it?
-- midkay
Re: Zombie Mod from Valve!
Posted by G.Ballblue on
Wed Nov 22nd 2006 at 5:44am
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:insert rollseyesorgysmiely here:
This isn't complicated. The most primitive form of "co-op" is simply by having 6x the number of monsters you normally would (a,la, doom style.)
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Zombie Mod from Valve!
Posted by midkay on
Wed Nov 22nd 2006 at 5:44am
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"Co-op is actually a really tough problem," says Valve's Erik Johnson, who is also there for the moment of unveiling. "Everything can be scripted in a singleplayer game because you have some idea of what one player will do. Having two or more players changes all that."
He doesn't say "it's hard", he explains why it's a problem. Sounds like a legitimate concern.. have you got a simple, definitive solution to this problem?
-- midkay
Re: Zombie Mod from Valve!
Posted by midkay on
Wed Nov 22nd 2006 at 6:00am
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"A good place to start"? Sounds a little harder in reality than you're making it out to be. It's a design challenge; like as you suggested, players can't ever become blocked off from each other.
So your "easy solution" is to simply toss, among other things, all path-blocking sequences? Man, you're a genius.
-- midkay
Re: Zombie Mod from Valve!
Posted by G.Ballblue on
Wed Nov 22nd 2006 at 6:03am
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Uh, no. The point I'm trying to make is that there really isn't anything head-scratchingly-diffcult about making an FPS co-operative. Doom has done it, Sven-Coop has done it, Doom3 mods have done, Serious Sam has done it, -- we're not reinventing the wheel here.
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Zombie Mod from Valve!
Posted by midkay on
Wed Nov 22nd 2006 at 6:11am
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I'd scratch my head to seriously think about it - why not?
You have a pretty hard design challenge - you have to reconsider every scripted event you'd find in single player. And no, skipping over any major scripted events is not really an option. It takes effort to come up with some ways around these restrictions - keeping players together, not leaving out any important points for guys falling behind...
I haven't played sven co-op (though that's a pretty darn elaborate mod, I wouldn't be surprised if their years of work has managed a good HL co-op mod). I've played a Doom3 co-op mod, honestly, my impression was that it rather sucked... it was way below-par - certainly something you'd never find on the official disc.
Bottom line is that you can easily write up some code for players to be in the same level together. Making that level actually work around the fact that you have someone else with you - maybe several more people - is a lot harder and more particular than simply designing levels, tossing in several player spawn points and reworking any major scripted scenes.
-- midkay
Re: Zombie Mod from Valve!
Posted by smackintosh on
Wed Nov 22nd 2006 at 9:03pm
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I'm in. I'm assuming it uses hammer, so we won't have to
learn a completely new mapping program?
Re: Zombie Mod from Valve!
Posted by Naklajat on
Wed Nov 22nd 2006 at 10:07pm
Posted
2006-11-22 10:07pm
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I'd say that's a fairly safe assumption.
o