After a couple of set backs and bughunts here is SuperCoop 2.9 Some of the key features are still in rather embryonic form at this stage, but there's also a load of fun new stuff added. Try it here first!
>>>DOWNLOAD<<< (1.29 MB)
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Changes from beta 2.5 to 2.9:
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>New Mode =
^Last Man Standing: deathmatch 4 & 5 and coop 3. This is very crudely implemented at this stage with no means of starting new rounds in the code (use reset in the console when everyone is dead) as yet, and no spectator mode for dead players. Use the fraglimit variable to set the number of times a player can respawn, 0 seems like a good deafault. Deathmatch 4 is without monsters, deathmatch 5 is with. Monsters do not respawn (in deathmatch or coop) unless you are playing in nightmare mode. Ammo and items do not respawn either. Weapons stay in deathmatch, and in coop if teamplay is set to 1 or 2.
>Experimental features =
^Lightning gun no longer causes damage to armour (armour still protects from lightning gun, it just isn't degraded in doing so.)
^When players and monsters are killed they drop their armour.
>Improved Monsters =
^Scrags will warp away from shotgun blasts now, but they do take full damage from each blast.
^Chthon much improved. (Coop behaiviour mainly.)
^Dogs improved (the fuses aren't quite so touchy now).
^Fiends have a nasty new trick (Check this out in Qrack with QMB particles).
^Rotfish are faster and deadlier now.
^To ballance the reduced ammo load some of the monsters will have a bit of loot on them, so far this is just zombies, knights and ogres but more may be added based on playtesting
>Misc etc =
^Bug fixes on teamplay controlled weapon stay, lava/slime ignoring armour and respawning monsters (ammo and armour loadouts).
^New view model for shotgun.
^The Lightning gun has it's ammo doubled, but it's ammo usage is also doubled (this is to pave the way for the introduction of the blaster as a new player usable weapon.) All this means just now is that you don't have as much ammo as you think you do!
>>>DOWNLOAD<<< (1.29 MB)
======================
Changes from beta 2.5 to 2.9:
======================
>New Mode =
^Last Man Standing: deathmatch 4 & 5 and coop 3. This is very crudely implemented at this stage with no means of starting new rounds in the code (use reset in the console when everyone is dead) as yet, and no spectator mode for dead players. Use the fraglimit variable to set the number of times a player can respawn, 0 seems like a good deafault. Deathmatch 4 is without monsters, deathmatch 5 is with. Monsters do not respawn (in deathmatch or coop) unless you are playing in nightmare mode. Ammo and items do not respawn either. Weapons stay in deathmatch, and in coop if teamplay is set to 1 or 2.
>Experimental features =
^Lightning gun no longer causes damage to armour (armour still protects from lightning gun, it just isn't degraded in doing so.)
^When players and monsters are killed they drop their armour.
>Improved Monsters =
^Scrags will warp away from shotgun blasts now, but they do take full damage from each blast.
^Chthon much improved. (Coop behaiviour mainly.)
^Dogs improved (the fuses aren't quite so touchy now).
^Fiends have a nasty new trick (Check this out in Qrack with QMB particles).
^Rotfish are faster and deadlier now.
^To ballance the reduced ammo load some of the monsters will have a bit of loot on them, so far this is just zombies, knights and ogres but more may be added based on playtesting
>Misc etc =
^Bug fixes on teamplay controlled weapon stay, lava/slime ignoring armour and respawning monsters (ammo and armour loadouts).
^New view model for shotgun.
^The Lightning gun has it's ammo doubled, but it's ammo usage is also doubled (this is to pave the way for the introduction of the blaster as a new player usable weapon.) All this means just now is that you don't have as much ammo as you think you do!
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