One of the problems of co-op play is that many wads are unfriendly to this mode. They have doors that won't open more than once, platforms that get stuck, game starts that lock you in walls, or just crash when you try to start co-op. So we starting noting which wads were good for co-op and which were not. I've put them in a directory for you, with any .txt files that came with it. If you are an author and would prefer not to have your .wad posted, let me know. Or if you have .txt documentation on a .wad, let me know. I'll get it straight ASAP.
Anyway, here are some pWads we tested and enjoyed in co-op mode. Also be sure to see the SLIGE page for info on automagically generated coop wads, and my own pathetic attempts at wad editing.
jason and Mary's tips for successful co-op play
If you are new to co-op, some of this might not be obvious. If you are used to Deathmatch, it may take some practice for these techniques to become habit.
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A. wait for your partner to arrive. Pick which side you like and always stand on that side; it will reduce confusion and friendly fire. Stand back at a a corner of the doorway. |
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B. red (in this case) will open the doorway. Move up, pop the door, and move back into position. |
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C. stay out of the doorway. Rain death by crossfire into the room. If you're on the right you'll be killing monsters in the left side of the room, and vice versa. You don't have to worry about monsters that are straight ahead; if they're interested they'll line up and walk through the doorway one by one, and your combined fire will devastate them. Continue to be patient. Allow the door to close. Listen. If the monsters appear to be killing each other then stand there and let them do it for you. But be ready for the doors to pop open; some monsters can open doors. |
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D. After it's gotten quiet[er], red will say he's going in. red moves to the center position, pops the door and kills any remaining monsters straight ahead. Notice that the green player sits still for a moment, holding fire. |
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E. Red moves into the room and turns left, clearing the left corner. Since red is passing in front of green's line of fire, green continues to hold fire. |
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F. Green moves into the room and turns right, clearing the right corner. Red moves fully into the left corner and engages remaining targets, except those in the right corner where green is moving. |
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G. Red and green are in their corners and can lay down crossfire without endangering each other. These corner positions put the players as far away from remaining monsters (better chance to dodge fireballs, etc), plus you can traverse in two directions, and best of all you know that you can focus on the room and not worry about your back. The room is cleared. Divvy up the wealth, paying attention to each player's supplies, needs, and preferences. |
$Id: doomcoop.orb,v 1.10 2006/11/27 20:14:33 mouse Exp $
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