View Full Version : Co-op Levels

09-07-2009, 09:55 PM
I was having trouble finding a tutorial that dealt with making a level that's fun for multiple players, especially when you want the players to work together. So I thought I'd just go ahead and ask here. What makes a co-op level fun? What makes them work well?

Is it better when there are multiple paths and each player has their own puzzle to solve so the other can advance?

Should platforms be bigger and deadly pits be smaller?

09-07-2009, 09:57 PM
Best thing to do is check out my level Teamwo2k! or even better jackofsourses Industrial Assistance!

09-07-2009, 11:09 PM
My experience of 2 player levels was pretty limited before starting to create Industrial Assistance. I'd actually never played a full 2 player level upto that point and it was only through brnxblze showing me a few of them that I actually got to. I kind of just made it up as I went along and was always wary of how things would work.

You have to look at everything from two different points (obviously) and ensure that both players are safe and accounted for at all times! :)

For example, there's a part in my level where there's a chain reaction of blocks going back and forward and when the blocks finally reach the bottom, stairs pop up in front of you so you can get to the next level. It was only until after I made that that I realised one of the players would probably end up trapped if I left it like that, so I had to build a little winch escape up the back for that player. There's a lot of little things that you don't have to think about in a one player level that can become problematic.

Multiple paths are a nice way of doing two player levels but they must be approached with caution.

Good points:
They had replay value as you can play through it again with friends and there's a new route for you to take that you haven't done before.
It also helps if you're playing with a pretty dominate player as team work is a must and they can't just try and do everything for you.

Bad points:
Checkpoint placement becomes an issue, seeing as you're both on different levels and can't get to each other, you simple can't use checkpoints while it's like that or you will end up coming out on the same path as each other and that's useless.

There's a number of ways to deal with this;
You can make it so the paths are more puzzle based and not so much about avoiding danger, this heavily reduces the chances of dying so checkpoints aren't so much a problem.
Another way (and this is what I did) is have little breaks in the path at certain points with a checkpoint. You still have to be on different paths to continue, but you are both able to get to and from the checkpoint.

All these points will make a lot more sense if you have actually played my level as then you'll be able to tell what I'm talking about, but I hope they're helpful anyway :)