Lightning Hunter wrote:The only thing I cannot guarantee is 100% coop compatibility with the maps. There might be some one-way rooms or areas where you can get stuck in if you die, but I'm not sure. I can't think of any such places off the top of my head, but I would not be surprised if people found them. Hopefully it will play just fine.
Eldora is at least one, once one player exit the starting room it closes down. No idea what the hell Nivlek was thinking to be honest it makes no sense (I mean the flooded area is not the same one).
Also yeah lol the swimming sections of that level just aren't made for coop at all.
Is there a mover I can simply set to go away in coop using filters? I did this in my Deja Vu map 03 with the big rock that falls in the tunnels (it is not there online in coop). That way, I do not have to rebuild the map, which I refuse to do at this point.
Edit: I think if I just filter out the first door that shuts behind the player, as well as the rising water mover - everything would play fine in coop (at least in Eldora). Of course, it won't make sense when players visit the same area that is suddenly full of water, but that cannot be avoided. It looks worse if the players are going up that first lift through a fake water mover. I'm not sure if there are any other sections that need to be tweaked.
Zyn, perhaps you and the other players can inform me of how the playthrough goes? Let me know of all the places you can get stuck, so I can filter out the offending movers. Hopefully there are no places you can get stuck that don't involve movers, because I really don't want to rebuild any maps or modify any geometry. By the way, do jump boots re-spawn in coop? If they don't, then there is a place you can get stuck in Nexus. There is a pit with no escape except by using jump boots. Of course, the players who are stuck could just suicide and re-spawn outside the pit.