|
Detailed re-working of all maps into
co-operative
If converting
Half Life 2 into co-op was a simple process it would have been done by
the community, long before Merciless Development began working on follow
freeman. Indeed there are many coop mods which have attempted it.
The main problem is the maps, all of
them were designed to be played and viewed by one player from one
location, so valve use various tools to optimize level like (area
portals) and map features which only work in one direction and one
instance (eg the lift in the Eli labs level). We needed the levels to
work from every location for multiple players.
We decided to tackle the huge task of
reworking every map to not only make them work technically but to also
make all map features work in a way that gives greater control to the
players.
This reworking of the original content
has been central to the smooth game-play and freedom of movement of the
players to be able to play as they wish. All applicable map devices and
scenes (lifts and other map features) have been reworked to allow
players to freely enter the game and move through the levels under their
own control. We have followed valves latest design ethos, shown in ep1
of allowing the players to take greater control of their game-play
experience and we have not used the usual work arounds (like the coop
trigger) included in other coop mods as we felt they limited the players
ability to cooperate. If the players do not have freedom then they
cannot choose to cooperate.
As an example lets look at the
reworking of the lift in the Eli labs level, In single player this lift
only goes down and is under the control of an npc.
The normal way to handle this would be
to have a coop trigger so when all players enter the lift the scene
begins. So what happens if one player is afk or uncooperative?
The other players are now essentially
stuck.
The lift also only goes down and only
once so what happens if a player dies and is re-spawned or a new player
joins the server.
Then that player is stuck.
Say for arguments sake there is a bunch
of zombies at the bottom of the lift and one player has hardly any
health and the others are fully loaded. In real life the wounded player
would wait while the strong players go down and clear out the zombies.
The coop trigger does not allow for this type of freedom of cooperation
and strategy.
So we decided to give the players
control and re-engineer the scene so the lift is controlled by the
players pressing the lift button (a simple idea but complicated to
implement). We added buttons to call the lift back so any following
players can use it to catch up. And finally we had to rework the
scripted scenes based around the events triggered by the lift to take
into account that players now controlled the advancement of the level.
This unique approach has been applied
to every map in Follow Freeman, it gives the players a higher degree of
freedom, strategy and co-operation. And makes the levels work in all
directions simultaneously for all players.
The task of the detailed reworking of
the maps has now been realized and in testing has exceeded our
expectations.
|