hawkwind Posted December 4, 2022 Are skill levels required in mapping for multiplayer only, not coop and not DM. I'm guessing yes, but I would just like confirmation. Thanks in advance. 0 Quote Share this post Link to post
Kaapeli47 Posted December 6, 2022 Just like for singleplayer, they're not really a requirement but would be a very nice thing to have. It's possible to set a specific the skill level for a multiplayer game. 1 Quote Share this post Link to post
hawkwind Posted December 6, 2022 So for arguement sake, does this mean that if a map was made and all pickups had no skill setting at all, and a multiplayer game was launched, no pickups would show up ? 0 Quote Share this post Link to post
Gez Posted December 6, 2022 Yes, multiplayer (including deathmatch) is subject to the same skill flags as single-player. That makes intuitive sense for cooperative, after all. This does allow to make deathmatch maps with three different variations of available items, though I don't know if this was ever used. The only thing that ignores skill levels are player starts. Those are handled separately from other map things (since they have to be connected to a player after all) and the function that handles spawning players in-game does ignore skill flags. 1 Quote Share this post Link to post
magicsofa Posted December 6, 2022 We used the following rules in the ultimate TWANGO: Quote skill 1-2: ammo pickups, no cell weapons skill 3: deathmatch 1 (a.k.a. old deathmatch), cell weapons allowed, no ammo pickups skill 4: altdeath, cell weapons allowed, ammo pickups Not sure where this first started but I think the idea was to make maps more flexible with both "normal" and "altdeath" modes in the original game, which change item respawn behavior and whether weapons stay: https://doomwiki.org/wiki/Parameter#-altdeath 2 Quote Share this post Link to post
hawkwind Posted December 7, 2022 (edited) Thanks everyone. Very helpful and informative. Maybe stickied ? Edited December 7, 2022 by hawkwind 0 Quote Share this post Link to post
Decay Posted December 7, 2022 Using skills for different weapon placements is an old tradition, usually exchanging bfgs for plasma. More modern sets also utilize this. AeonDM utilized skills 0-3 for vanilla weapons while reserving skill 4 for Eon weapons with a couple skill 0 maps having bfg only play. https://doomwiki.org/wiki/Aeon_Deathmatch Neon DM followed up with dedicating skill 0 for BFG only play, skill 1 and 2 having specific placements for the game play mods death foretold and QCDE, skill 3 is vanilla weapons, skill 5 is eon weapons again, and further utilized UDMF's additional skill capabilities to implement an entirely new game mode. https://doomwiki.org/wiki/Neon_Deathmatch 1 Quote Share this post Link to post
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