New CO-OP Maps

8 years 7 months ago #79 by Sqdn. Ldr. Ted Striker
Replied by Sqdn. Ldr. Ted Striker on topic New CO-OP Maps
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8 years 7 months ago #80 by Sqdn. Ldr. Ted Striker
Replied by Sqdn. Ldr. Ted Striker on topic New CO-OP Maps
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8 years 7 months ago - 8 years 7 months ago #81 by Sqdn. Ldr. Ted Striker
Replied by Sqdn. Ldr. Ted Striker on topic New CO-OP Maps
a new co-op mod I made a while ago.
Pls download all 3 parts and copy into your H&D2 main directory.

Please report any bugs and Problems, thanks.

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8 years 7 months ago #82 by NL
Replied by NL on topic New CO-OP Maps
I played Firefly today:

It feels in general like the Bait map with some extras.
2nd spawn worked fine.
The Sherman tanks can be destroyed with 1 grenade and that doesn't feel very realistic.
I couldn't find the last soldier on the map but when I started to take the photographs the last 2 spawned, 1 in the photoroom with a rocket launcher, killing himself and me. Would be nicer and more realistic if the soldier spawned with a gun so I at least have a chance. In general I never like it when a soldier spawns from nothing in the same room, it's immersion killing. Maybe he can spawn in a different room?

Thanks for the effort! :gj:

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8 years 7 months ago #83 by Sqdn. Ldr. Ted Striker
Replied by Sqdn. Ldr. Ted Striker on topic New CO-OP Maps
thanks for testing, it can be said that the Sherman and even the Firefly had a weak armor and could be set on fire easily, compared to German tanks. So big nades like the potato masher can do a lot of harm when they explode right behind the tank. Mostly it takes more than one nade.
It's also to make some kind of balance, that enemies have nades and shotguns.

The last enemy in the bank doesn't spawn in the maps room, he's just quiet ;) and he has a gun also.

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8 years 7 months ago - 8 years 7 months ago #84 by NL
Replied by NL on topic New CO-OP Maps

Stern wrote: This tank was from some original mission and its not for use anyway its not going to fail mission or make it act funny.
I have'nt heard any loud noise or talking :gasp: is it every time ? because i have test/played it over many times and never had this strange problem.
All enemy have primary sector. Maybe enemy in sub should have different sector but if player have not entered into sub then only sub-commander is active there.
Lots of times i checked if enemy(reinforcement) can get through the main gate door and found no problems.

I changed names to Co_ because Singleplayer version is following. I changed objectives and equipment but only cannot find out how 4x dynamites and Beacon is set into team inventory, but player can discard them anyway.


Played Blitz and Blitz_B.
Heard no strange or loud noises and no loud talking.
The mission objectives don't generate a success message.
I am not a fan of spawning suddenly in the 2nd spawn if you die after entering the base, I'd rather spawn at the start again, somehow it feels strange.
Encountered no real problems: on Blitz the docs were invisible in the ground but I could take them (game bug no doubt)
On Blitz_B I wasn't paying attention and the soldier carrying the docs and key to the map room was behind the closed door and I shot him through the window, so I had to glitch through the door to get the docs and take picture - my mistake.
On Blitz_B it took 6-7 nades (so had to scavenge bodies all over the map) to blow a half track while the other was blown with 1. On Blitz I destroyed both with 1 nade.

On Blitz_B I wonder if there should be a few more ammo boxes, with maybe 1-3 ammo supplies. It would make the map a little better for the 1 life Realism server since you can't pick up enemy weapons.

All in all very nice missions and nice to once NOT blow up the submarines or having to place the beacon :)
:gj:

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The following user(s) said Thank You: Stern

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