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Advice/tips for Coop Levels

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Azure

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When I first started to use the Doom Builder I began by creating 3 coop levels. I soon lost interest in them and left them. Around a week ago I was looking though my folder and rediscovered them. I looked at it and I really did not like what I was seeing. These 3 levels are the only Coop levels I've ever made and I was hoping to get advice/tips on how to make them better since I want to know what exactly makes Coop levels good.

I have decided not to make any changes to the levels and also decided to add a download just so you can play through the levels. I know the basic stuff like grass borders and other things like that. What I want to know is what to change to make them better or what to add.

Here are some pictures:
http://img864.imageshack.us/i/srb20566u.png/
http://img233.imageshack.us/i/srb20567.png/
http://img856.imageshack.us/i/srb20568.png/
http://img861.imageshack.us/i/srb20569.png/
http://img821.imageshack.us/i/srb20570.png/

Download:http://www.mediafire.com/?5meh0oheu8158mw

I hope you can give me some good feedback because I really need it especially since I am still pretty new to Coop level making.

EDIT: There is no exit sign on the first level if I recall correctly. There is however an exit sector which should be surrounded by bushes. Also this is in no way related to the Green Forest from Sonic Adventure 2 Battle.
 
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There's nothing wrong with lacking skill in Doom Builder. It's perfectly okay to be not that great with your linedefs. All of us experienced mappers have been where you are. We know, we understand.

What makes single player levels "good" is to give the player something fresh. You want to make each part of your level different in some way; give the player a reason to be curious about what's around the corner. This map you've posted is mostly just the same thing repeating over and over again. And that's what's really making your maps suck.

The real thing to figure out is what excites you about making maps. Are you a gameplay first or a graphics first person? In other words, do you focus on making your level have a unique gimmick, or do you want to make a beautiful map? If you know what excites you about your map, that's what your players are going to get excited about in your levels.
 
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Honestly, I think it's a rather positive map. But yes, I have a few comments, some advice ...

I think anyone can see this : you abused the decoration. Your forest is filled by trees, the enemies are hiding behind and there are some that I can not see.
You must learn to place it in some places more than others, but mostly limit them, the best decoration is generally sector decoration. ERZ has no decoration, but the sector make it beautiful.

... Ah yes, I fell here. A spring, please.
http://img4.imageshack.us/img4/8370/srb20015y.png

You like the flat areas (like the end of your beta). But do not forget often vary the height of the platforms. The player must not Thok Thok-Thok-loop in a Co-op level.
Perhaps you should expand areas where Sonic can run. I feel a little cramped.
The rings ... you put too boxes of rings. You can remove at least half. Your level, when I discovered for the first time I've finished about 2 : 00 (with my analysis)
Well, during those two minutes, I want only have 2 or large maximum 3 boxes of rings.
For simple rings .. find the best ways to invest, as ... lines of 3 or 5 rings.

I gotta go, I leave you some links that may be able to help.

The good old L. Wiki Design: http://wiki.srb2.org/wiki/Level_Design_101

I asked for help, I also had little problems for Design. Maybe it will help slightly : http://mb.srb2.org/showthread.php?t=35455

EDIT: SpiritCrusher, why the difference? The goal is EXACTLY the same, and players play exactly the same way (I'll even say that the multiplayer is not as multiplayer than that). Everything I have and more, is that other players can help me in the bonus and I can make people fly if I have a Tails.
 
EDIT: SpiritCrusher, why the difference? The goal is EXACTLY the same, and players play exactly the same way (I'll even say that the multiplayer is not as multiplayer than that). Everything I have and more, is that other players can help me in the bonus and I can make people fly if I have a Tails.
Well, not every level that can be played in coop is a coop map, just like you would call a map designed for Match a Tag map. A coop map is a map where you actually need to cooperate to win.
 
Well, not every level that can be played in coop is a coop map, just like you would call a map designed for Match a Tag map. A coop map is a map where you actually need to cooperate to win.

Have there been any COOP levels? I don't recall anyone trying to accomplish a COOP map.

That said, making a COOP specific level would be interesting.
 
People have been talking about the idea of making a coop map for years, but I don't think anyone has actually gone and done so.
 
I mean Cooperation. You know where players need to help each other to get through a map by using their characters' skills. I should have specified that. Obviously such maps wouldn't be so compatible with ordinary Single Player mode since you would need to use more than one character to beat the level.

EDIT: Also Internet, these were my first 3 levels. I had no idea what made a level look 'good' and as you described there is lots of decoration spam all over the level. Again I did not fix any of it because I want to know what makes these levels good first before I go back and make all the changes.
 
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I mean Cooperation. You know where players need to help each other to get through a map by using their characters' skills. I should have specified that.

No, it's mine, I thought that Coop was the same thing as 1-P.

About advice and improvements : don't worry ! Take your time. Something interesting takes time.
 
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