Heretic co-op loading DM maps...

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crosgrove
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Joined: Sat Aug 11, 2012 8:42 am

Heretic co-op loading DM maps...

Post by crosgrove »

Hi All!

Just wanted to say that he wife and I are playing Heretic co-op. It is lading the maps, spawning us in co-op positions, but spawning the cornucopia of items, ammo, and weps for an intense DM. We are, I am sure, in co-op tho, as we cannot harm one another. Is there any way to tell Zdoom I want the standard co-op item spawns, and to not spawn the DM spawns?

Thanks!
crosgrove
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Joined: Sat Aug 11, 2012 8:42 am

Re: Heretic co-op loading DM maps...

Post by crosgrove »

PS -- our inventory items, when we complete a map and load a new one, drop to only 1. e.g. If I have 3 Chaos Devices and 3 health flasks when we exit a map, at the start of the new map I will have 1 Chaos Device and 1 Health flask when I enter the new map. I haven't played in a long time--was that normal Heretic behavior?
Gez
 
 
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Re: Heretic co-op loading DM maps...

Post by Gez »

See, there are no differences between "co-op items" and "deathmatch items" in the original, vanilla Doom and Heretic maps. They only flagged things as being "multiplayer-only". Boom introduced additional flags for "not in co-op" and "not in DM", but Heretic is not based on Boom. Likewise, Hexen introduced three separate flags for "only single player", "only co-op", and "only DM", but again, Heretic is not based on Hexen (other way around).

ZDoom, however, has an option to work around the problem, but you have to turn it on. Go to the [wiki=Gameplay_options]Gameplay Options[/wiki] menu, in the [wiki=Gameplay_options#Cooperative_Settings]Cooperative Settings[/wiki] section, and set [wiki=Gameplay_options#Spawn_multiplayer_weapons]"Spawn multiplayer weapons"[/wiki] to "No".


And yes, losing extra of items (as well as each and every Wings of Wrath you might have) is normal Heretic behavior.
crosgrove
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Joined: Sat Aug 11, 2012 8:42 am

Re: Heretic co-op loading DM maps...

Post by crosgrove »

Gez wrote:See, there are no differences between "co-op items" and "deathmatch items" in the original, vanilla Doom and Heretic maps. They only flagged things as being "multiplayer-only". Boom introduced additional flags for "not in co-op" and "not in DM", but Heretic is not based on Boom. Likewise, Hexen introduced three separate flags for "only single player", "only co-op", and "only DM", but again, Heretic is not based on Hexen (other way around).

ZDoom, however, has an option to work around the problem, but you have to turn it on. Go to the [wiki=Gameplay_options]Gameplay Options[/wiki] menu, in the [wiki=Gameplay_options#Cooperative_Settings]Cooperative Settings[/wiki] section, and set [wiki=Gameplay_options#Spawn_multiplayer_weapons]"Spawn multiplayer weapons"[/wiki] to "No".


And yes, losing extra of items (as well as each and every Wings of Wrath you might have) is normal Heretic behavior.

Cool! I will do so. Having all the extra ammo just makes the game too easy. Having a shortage of them (two people will waste more ammo than one person will) will help compensate for the fact the mobs are now getting tag-teamed. As for the inventory items, I could't remember if losing any above 1 was normal or not. The Wings I did remember, as there are some maps where having the wings would just make them way too easy.

Thanks again!
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NeuralStunner
 
 
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Re: Heretic co-op loading DM maps...

Post by NeuralStunner »

I think it would be nice to turn off mutliplayer-flagged Ammo and Artifacts as well. But, if you're still finding things too easy, try turning on monster respawn. ;)
crosgrove
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Re: Heretic co-op loading DM maps...

Post by crosgrove »

NeuralStunner wrote:I think it would be nice to turn off mutliplayer-flagged Ammo and Artifacts as well. But, if you're still finding things too easy, try turning on monster respawn. ;)
I agree--too much stuff if you are in co-op. Turning off the DM ammo would be good. As for the artifacts, we hardly ever use them--we just mow thru the mobs--mostly with me using the wand or crossbow, and her on the dragon claw. As for turning on re-spawn, that would not be right for our play--we like to finish the map. Leaving living monsters would ruin that, and simply make it a race for the exit.

In fact, one of the complaints I have with a lot of newer games is you never know if you have 100% completed a map. Yes, it is artificial to have a screen pop up telling you what you found and missed, but so is going to a Brady guide or internet page and reading the walk-thru to see if you missed anything.
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