Co-Op Design Standards

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Creative Design

There are many extra options we have when designing for co-op to promote teamwork and variety in the way the missions are played. Here are a few ideas that people on the team have come up with.

Multiple Options To Complete The Event

Sometimes in stock maps players are given one way of defeating an event. For example, if the event is to defend an area, we usually decide how we want the player to defend and base things off that. An MG or a bazooka vs waves of guys or waves of tanks, for example. Now, with 4 players, the options to complete an event can vary. Instead of having 4 MGs in a defend for the all the players, 2 MGs and 2 bazookas might be better. Each player doesn’t need to have the exact same experience during certain events. Keep in mind option means to completion as well as optional locations. The lower ground may be better against the infantry while the higher ground is better against the tanks.

Flanking Options

If you’ve played Rainbow Six:Vegas then you know what works. Each battle could ideally have one or two options for a player to flank the enemy while the others engage from the front. This involves teamwork in the supporting players and creative thinking in the flanking player.

Flanking Assists

To expand on flanking, you also have the option to allow the flanking player to initiate an assist or an “alley oop”. An example is player one flanks a squad of Germans and blasts a flame thrower in their direction. The Germans would flee down a hallway which would funnel into where player two is waiting to mow them down.

Your Own Experience

There are other things that will come up as you are designing levels and trying to make sure that Co-Op is as fun as it can be. Don’t hesitate to write down things in the discussion tab that you find while building your maps other mission designers could use to better their design.

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