The Best Co-op Map Ever?

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shiftey
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The Best Co-op Map Ever?

Post by shiftey »

Ok, so I'm mapping and I have my own ideas for whats kickass and whatnot, but what do others like? Well I have no idea because I'm not in your head so help me make a map that's more enjoyable for you to play.

I want this thread to be for people to let out their cool ideas of what they think would be really badass to have in a co-op map. Epic battles or mind bending puzzles....what ever it is let it loose in this thread so I can maybe adapt it for one of my maps to make it that much enjoyable for you to play.
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Post by fug4life »

I like action, I like objectives!
Mild puzzles traps! nothing to taxing.

My Favourite maps currently stand at:

oc_cannon 1 & 2 Great mixture of co-op and action both maps complement each other.

oc_newgappoi_f for capture objectives and onslaught play.

oc_fireteam for merchant play.

oc_brokenescape for a good example of action and limited weapon use and good use of 'stock' npcs. A flow through action map that is tough.

oc_stfu has to be the daddy of quest style mapping.
Though oc_stitches is pretty good in its own right.

oc_breenscitadel for skill.

oc_return to c_17 for story driven.

oc_harvest for strategy.

I dont know I probably missed some great ones!
Last edited by fug4life on Fri Oct 17, 2008 2:51 pm, edited 1 time in total.
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Post by Ny »

Nope, I think you got them all although I would also recommend:
z_harrier2_f - for pure out right competition

oc_crimson - my most favorite map of all time the bosses and multi-pathway options say it all

oc_warmachine - another of my favorite maps for pure co-op and level design
Last edited by Ny on Fri Oct 17, 2008 8:22 pm, edited 1 time in total.
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Post by fug4life »

And If I had to make one ulitmate map, then this is my inspiration.
I've never played halo 3, but seeing this I almost wet myself!

http://uk.youtube.com/watch?v=4j-9U3R7RN0

That my friends is what an EPIC battle should look like.

One day I'll make, believe...

War of the worlds - Striders say no more. Our battles should be fought on a higher more epic plane.

:D

Damn I still miss Tribes2!
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Blues
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Post by Blues »

A paused fight of little stiff plastic dudes? This must be the epic battle :ugly:
Image Image Image

Excuse me for being rude. I'm usually drunk while posting.
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Post by fug4life »

kk,

broken_escape_2a is probably the most battle feeling map I've played oc_wise, actually I think W0rf0x with all of his maps have a sense of being immersed into a battle!

No, I'm not talking about houndeyes on lobby!
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Post by Neico »

but...but...HOUNDEYES MAKES SO CUTE SOUNDS :-(
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Post by sgae »

i like oc_brokenescape

oc_returntoc17 series and breen office (that maps looks shit but it's funny roflmao)

maybe another map i don't remember
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Post by Ny »

Is it me or have I not seen broken escape on Synergy as well?
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Post by TheMoon »

Hard but fair combat action with clear goals, cool music, new gameplay elements and special effects possibly combined with challenging non-repetitive puzzles (different each time you play it).
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Post by Vasili »

The good map I played on was oc_minimall































(I'm Joking btw)
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Post by Shana »

NyHoK wrote:Is it me or have I not seen broken escape on Synergy as well?
I made a syn port some time ago, but its a old version.
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Post by Vasili »

Any map is good as long as its not mine.
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Post by DaMaN »

First off I'm honored that Return to City 17 made people's lists :D

Secondly, I wanted to point out that if you take oc_cannon, add oc_newgappoi_f, combined with oc_fireteam, make it story-driven, and add oc_harvest's buying and selling strategy, you'll most likely have a TERRIBLE map!! Having every great feature in a map won't guarantee a great map - what makes these maps great is that they take a SINGLE theme, make it dominant, and any other theme inside of it usually takes a backseat. That said, it might be probable to fuse a small number of these concepts together successfully. For example, an oc_harvest doing farming while defending against dropship waves COULD be interesting, but most likely will just be chaos ;)


So, as I was saying, what makes a great map (in my opinion) is that it takes one central concept, and expands it, occasionally throwing in other concepts when needed.

For example, oc_cannon_2 is a great map because it takes the idea of "combat-without-weapons" and expands it to fill up the whole map. (All things in moderation of course, I personally found oc_cannon_1 a little frustrating because it took the idea of "unkillable npcs" and expanded it to fill the whole map, but that's just me ;))


Ok, well, now that I've gone off on that rant, let me espouse more of my ideas on what makes a great co-op map:

Really in my mind there IS only one thing that makes a great co-op map, and that is that a great map makes the players WANT to work together. Note that this is subtly different from FORCING the players to work together, (though that can also sometimes work). It usually does this by making co-operative play more profitable than just Rambo spray-'n-pray. Both oc_harvest and oc_cannon do this admirably, by having tasks that (while possible to do alone) have a substantially greater "profit" when working as a team. Pushing buttons is no fun, but when someone else is relying on you to load a cannon so they can fire and cripple the enemy ship, suddenly it's an exciting task!

Essentially, WANTING to work together means that each player has a role and feels useful in that role.

Forcing players to work together can sometimes be fun, but it's not always the case. For example, oc_docks has the crane puzzle, where one person gets in the crane and swings some hapless victim over to another platform (usually gibbing him in the process). In this case, it's fun, but slightly less fun, because there's no possible way to make any progress whatsoever when you're alone or when the guy in the crane goes AFK.

A slightly different example of forcing players to work together is oc_return_c17_05. In this, you have to escort three groups of citizens through City 17 to safety. If any of them are killed, the map restarts. Now, I could argue (as would others) that this an annoying gameplay mechanic, because if the person who's leading the citizens mucks up, everyone's screwed and has to wait for the map to change. That said, while playing on the net, I found that after the (at most) second time the map restarted, the players would of their own volition separate themselves into "cleaners" and "escorters". The cleaners would go ahead of the escorters and take care of any nasty combine, while the escorters would bring up the rear and proceed only when the cleaners said it was safe to bring the citizens. This made the game much more enjoyable, because the players knew that doing their jobs was both fun and essential to completing the map.

In conclusion, a great co-op map is one that encourages all players to work together as a team in order to accomplish something. Whether the mechanism is gathering points, pressing buttons, fulfilling a story, or just blowing enemies to bits, involving the players together will make a good game.
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
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