
The HUD was completely gone on the host, but the client had it working fine. This wasn't too bad, my crosshair still indicated how much life I had and I just kept reloading when I could.
The notes and recordings worked fine. It didn't matter who picked up a note, both players could read it.
The elevator in Central Transit (and I imagine most other elevators of the same ilk will be like this) was a bit wierd:
- If both players went in (which was a squeeze), then the host would disappear to a random point on the map while the client would teleport to the 'second' elevator. If the client tried to press the button again, the second elevator would continue descending into nothing-ness, while the host was just hopelessly flung somewhere into the void (like no-clip and running for 5 minutes outside the level without stopping).
- If the client tried to use the elevator, the elevator would descend, the client would remain in the 'first' elevator, while the host, wherever he/she was, would teleport to the point directly 'below' them in the 'underground' area. When I tried it, the host (me) was running through the central building on the surface, and suddenly I teleported into one of the jail cells (thankfully I had already pressed the switch to open the doors). When I tried to go back up the elevator, when I teleported into the 'first' elevator, I suddenly met the client

- If the host uses the elevator, it works fine as long as the client is still on the surface
Other than that, everything worked a-ok. It was actually really fun, and the only reason we stopped is because when trying to enter Research and Development the game stopped and told us "No Player 2 Start", despite the fact I swear I added one for every level (haven't double-checked though).
Anyway, for the purposes of a LAN game, the faults mentioned above are easily avoidable, and when your both/all in the same room, you can make sure that there are no 'rogue' players who run off and load different levels.