Difference between revisions of "Multiplayer"

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* When the level ends, the [[intermission screen]] gives each player's frag count. (Note that many [[PWAD]]s specialized for deathmatch play do not contain exits.)
 
* When the level ends, the [[intermission screen]] gives each player's frag count. (Note that many [[PWAD]]s specialized for deathmatch play do not contain exits.)
  
A deathmatch game may use either normal or '''altdeath''' rules (see [[Command line arguments]]).
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A deathmatch game may use either [[Command line arguments#-deathmatch|normal]] or '''[[Command line arguments#-altdeath|altdeath]]''' rules. In more recent times, classic deathmatch has become known as FFA (free-for-all), in order to differentiate it from other player-vs-player game modes.
  
 
==Cooperative==
 
==Cooperative==
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==Differences from single player mode==
 
==Differences from single player mode==
In [[vanilla Doom]], certain game interface features behave differently in multiplayer mode. For example, any player can pause or unpause the game at any time, and using the "save" command causes the game to be saved in the same slot on ''each'' machine. Also, when accessing the in-game menus (options, sound, save, load, etc) the game does not pause.
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In [[vanilla Doom]], certain game interface features behave differently in multiplayer mode. For example, any player can pause or unpause the game at any time, and using the "save" command causes the game to be saved in the same slot on ''each'' machine. Also, when accessing the in-game menus (options, sound, save, load, etc) the game does not pause.
  
During the design of a map, objects can be [[Things#Flags|flagged]] to appear only in multiplayer games. In stock maps, this is normally used to insert extra [[weapons]] and [[powerup]]s, which provide a more balanced supply of armaments in cooperative play and more interesting "arms races" during deathmatch play. Beginning with [[Doom II]], most stock levels also contain extra monsters, usually [[boss monster]]s; these provide more fearsome opposition for cooperative play and act as booby traps in deathmatch play. (Because of the extra monsters, some [[speedrun]]ners enjoy the challenge of completing max runs in multiplayer mode, using [[Wikipedia:MS-DOS|DOS]] utility programs to create a fake "second player" who neither moves nor attacks.)
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During the design of a map, objects can be [[Things#Flags|flagged]] to appear only in multiplayer games. In stock maps, this is normally used to insert extra [[weapons]] and [[powerup]]s, which provide a more balanced supply of armaments in cooperative play and more interesting "arms races" during deathmatch play. Beginning with [[Doom II]], most stock levels also contain extra monsters, usually [[boss monster]]s; these provide more fearsome opposition for cooperative play and act as booby traps in deathmatch play. (Because of the extra monsters, some [[speedrun]]ners enjoy the challenge of completing max runs in multiplayer mode, using [[Wikipedia:MS-DOS|DOS]] utility programs to create a fake "second player" who neither moves nor attacks.) Some level designers use the multiplayer flag to block off shortcuts introduced for singleplayer compatibility, like the torches in [[Memento Mori]]'s maps [[MAP14: Aquaduct (Memento Mori)|14]], [[MAP15: Karmacoma (Memento Mori)|15]] and [[MAP29: Island of Death (Memento Mori)|29]].
  
== Chocolate Doom ==
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==Chocolate Doom==
  
 
[[Chocolate Doom]] is a [[source port]] which attempts to mimic almost all of [[vanilla Doom]]'s original behaviour.
 
[[Chocolate Doom]] is a [[source port]] which attempts to mimic almost all of [[vanilla Doom]]'s original behaviour.
 
This port remains compatible with Doom, but not on a network level, since [[Wikipedia:TCP/IP|TCP/IP]] and [[Wikipedia:IPX|IPX]] are incompatible.
 
This port remains compatible with Doom, but not on a network level, since [[Wikipedia:TCP/IP|TCP/IP]] and [[Wikipedia:IPX|IPX]] are incompatible.
  
Chocolate Doom's network engine is still under development, but it is already quite stable.
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A program such as [[Doomwire]] which is dedicated to using Chocolate Doom can be used to play on the [[Wikipedia:Internet|Internet]] or on a [[Wikipedia:Local_area_network|LAN]] with other players.
  
A program such as [[Doomwire]] which is dedicated to using Chocolate Doom can be used to play [[Wikipedia:peer-to-peer|peer-to-peer]] on the [[Wikipedia:Internet|Internet]] or on a [[Wikipedia:Local_area_network|LAN]] with other players.
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==Multiplayer-focused source ports==
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Players in search of co-op allies or deathmatch opponents should refer to [[How to play Doom online multiplayer|this tutorial]], which includes instructions on connecting to multiplayer servers and playing local splitscreen games.
  
== ZDoom-based source ports ==
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[[ZDoom]] uses a [[Wikipedia:TCP/IP|TCP/IP]] architecture for all network play; the game state is tracked on a [[Wikipedia:peer-to-peer|peer-to-peer]] system. Four further ports have improved on ZDoom's networking code by incorporating [[Wikipedia:client-server|client/server]] network architecture:
[[ZDoom]] uses a [[Wikipedia:TCP/IP|TCP/IP]] architecture for all network play; the game state is tracked on a [[Wikipedia:peer-to-peer|peer-to-peer]] system. Players in search of co-op allies or deathmatch opponents can use [[Doom Connector]] or [[Player Connector]] to set up a game. This system also works with [[Wikipedia:Local_area_network|LANs]], but an Internet connection is also required.
 
  
Four further ports have improved on ZDoom's networking code by incorporating [[Wikipedia:client-server|client/server]] network architecture:
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*[[csDoom]], based on ZDoom version 1.22, was the first client/server multiplayer port. Now deprecated by Odamex.
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*[[Odamex]] is derived from csDoom 0.62 (with a new maintainer), its aim is to retain oldschool compatibility with [[vanilla Doom]], yet providing a client/server style of multiplay.
 +
*[[Zandronum]] features new weapons, customizable AI "bots", entirely new variants of multiplayer rules, and sample levels designed around ZDoom's non-vanilla features.
 +
*[[ZDaemon]] is derived from csDoom by its ex-developer NightFang. Originally using csDoom's ZDoom 1.22 version, it has since updated to ZDoom version 1.23 beta 33.
  
*[[csDoom]], based on ZDoom version 1.22, was the first client/server multiplayer port. Now deprecated by Odamex.
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These ports are capable of running large-scale multiplayer games more smoothly, as they were written specifically with network play in mind. For multi-port use, [[Internet Doom Explorer]] is recommended to see all available servers.
*[[Odamex]] is derived from csDoom 0.62, its aim is to retain oldschool compatibility with [[vanilla Doom]], yet providing a client/server style of multiplay.
 
*[[Skulltag]] features new weapons, customizable AI "bots", entirely new variants of multiplayer rules, and sample levels designed around ZDoom's non-vanilla features.
 
*[[ZDaemon]] is derived from csDoom (with a new maintainer). Originally using csDoom's ZDoom 1.22 version, it has since updated to ZDoom version 1.23 beta 33.
 
  
These ports are capable of running large-scale multiplayer games more smoothly, as they were written specifically with network play in mind. For multi-port use, [[Internet Doom Explorer]] is recommended to see all of the servers.
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==See also==
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*[[Capture the Flag]]
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*[[How to play Doom online multiplayer|Multiplayer tutorial]]
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*[[How to play Doom on modern Windows systems|How to play Doom on modern systems]]
  
 
==Source==
 
==Source==
 
* {{ZDoom|title=Multiplayer}}
 
* {{ZDoom|title=Multiplayer}}
 
[[Category:Multiplayer]]
 
[[Category:Multiplayer]]

Revision as of 07:14, 6 April 2017

Multiplayer is a term used to represent a game with multiple players. This can be in a competition style, such as deathmatch, or a cooperative style of play against the game's monsters.

Deathmatch

Deathmatch is a multiplayer game style pioneered by Doom in which players face off against each other, their computers connected to a common server via a network.

  • A point, called a frag, is granted to a player whenever he or she kills an opponent.
  • Frags are deducted when a player commits suicide, or dies in a crusher or damaging floor.
  • Upon death, players restart at a random deathmatch start.
  • Players spawn with all keys, and keys are never placed on the map (there is currently no clean way to circumvent this).
  • When the level ends, the intermission screen gives each player's frag count. (Note that many PWADs specialized for deathmatch play do not contain exits.)

A deathmatch game may use either normal or altdeath rules. In more recent times, classic deathmatch has become known as FFA (free-for-all), in order to differentiate it from other player-vs-player game modes.

Cooperative

Cooperative gameplay, often referred to as co-op or coop, is a multiplayer game mode in which human players cooperate against a given game's monsters. Cooperative play is the default game mode if deathmatch mode is not explicitly specified at the command line.

Because the players are not adversaries under coop rules, they are visible on one another's automaps, and each can even "look through the eyes" of his companions (perhaps inspired by Electronic Arts' 1993 tactical game Space Hulk), though their status bars cannot be viewed.

Players

Vanilla Doom has support for up to four players in multiplayer games. The players are made distinct from each other by altering the suit color of each player. Player 1's suit is green, player 2's is indigo, player 3's brown and player 4's red. Many source ports increase the number of players supported and several ports also support custom player skins and skin colors.

Differences from single player mode

In vanilla Doom, certain game interface features behave differently in multiplayer mode. For example, any player can pause or unpause the game at any time, and using the "save" command causes the game to be saved in the same slot on each machine. Also, when accessing the in-game menus (options, sound, save, load, etc) the game does not pause.

During the design of a map, objects can be flagged to appear only in multiplayer games. In stock maps, this is normally used to insert extra weapons and powerups, which provide a more balanced supply of armaments in cooperative play and more interesting "arms races" during deathmatch play. Beginning with Doom II, most stock levels also contain extra monsters, usually boss monsters; these provide more fearsome opposition for cooperative play and act as booby traps in deathmatch play. (Because of the extra monsters, some speedrunners enjoy the challenge of completing max runs in multiplayer mode, using DOS utility programs to create a fake "second player" who neither moves nor attacks.) Some level designers use the multiplayer flag to block off shortcuts introduced for singleplayer compatibility, like the torches in Memento Mori's maps 14, 15 and 29.

Chocolate Doom

Chocolate Doom is a source port which attempts to mimic almost all of vanilla Doom's original behaviour. This port remains compatible with Doom, but not on a network level, since TCP/IP and IPX are incompatible.

A program such as Doomwire which is dedicated to using Chocolate Doom can be used to play on the Internet or on a LAN with other players.

Multiplayer-focused source ports

Players in search of co-op allies or deathmatch opponents should refer to this tutorial, which includes instructions on connecting to multiplayer servers and playing local splitscreen games.

ZDoom uses a TCP/IP architecture for all network play; the game state is tracked on a peer-to-peer system. Four further ports have improved on ZDoom's networking code by incorporating client/server network architecture:

  • csDoom, based on ZDoom version 1.22, was the first client/server multiplayer port. Now deprecated by Odamex.
  • Odamex is derived from csDoom 0.62 (with a new maintainer), its aim is to retain oldschool compatibility with vanilla Doom, yet providing a client/server style of multiplay.
  • Zandronum features new weapons, customizable AI "bots", entirely new variants of multiplayer rules, and sample levels designed around ZDoom's non-vanilla features.
  • ZDaemon is derived from csDoom by its ex-developer NightFang. Originally using csDoom's ZDoom 1.22 version, it has since updated to ZDoom version 1.23 beta 33.

These ports are capable of running large-scale multiplayer games more smoothly, as they were written specifically with network play in mind. For multi-port use, Internet Doom Explorer is recommended to see all available servers.

See also

Source