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Velser - KonvazUploaded by
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Activity logs
This page was last updated on 20 April 2025, 7:42PM
- Changelogs
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Version 7.8
- Updated loadDevMenuOption method to be more convienent.
- Slightly increased the damage and spread of Tesla Pulse.
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Version 7.7
- Fixed visibility & performance issues with Urdak.
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Version 7.6
- Brought back double Frag Grenades.
- Fixed an encounter reset issue in The Blood Swamps - Sunken Ruins encounters.
- Adjusted pickup vertical offsets in Penance so they have "better" visibility for clients.
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Version 7.5
- Fixed an issue where the Behemoth couldn't be locked onto.
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Version 7.4
- Fixed an issue where the full map list won't properly display in the lobby.
- Optimized some of the Campaign maps by adding more failsafes.
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Version 7.3
- Fixed an issue where Tyrant waveblasts may crash clients who have a medium/poor connection to the host.
- (Hopefully) fixed a softlock in the Upper Crushers arena in Cultist Base.
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Version 7.2
- Fixed an issue where Microwave Beam explosions dealt self-damage.
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Version 7.1
- Fixed an issue where the Icon of Sin stage2 encounter will trigger again during the ending cutscene.
- Exultia is now slightly harder.
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Version 7
- Added Exultia.
- Removed the Frag Stock Up (double Frag Grenade) upgrade for balancing purposes.
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Version 6.8
- Fixes a startup crash with Super Gore Nest.
- Nekravol platform movers should now be consistent.
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Version 6.7
- Encounters now reset when a round "ends". This means that dying will restart the combat encounter you died in.
- HUD notifications now show up for clients. Including the starting notification that tells all players the starting difficulty.
- Reduced the Icon of Sin's maximum health multiplier down to x2. (from x2.5)
- Beefed up a few encounters.
- Fixed entity offsets for pickups.
- Fixed some minor jank.
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Version 6.6
- Finished Arc Complex & Blood Swamps. No Trial of Maligog unfortunately.
- Removed some custom enemies to save file space. (You can now directly upload the Co-op mod to Discord servers without Nitro)
- Mega Health & Mega Armor pickups now overcharge a Slayer's maximum health/armor. This was done to encourage exploration in Campaign maps.
- Added green damage reduction powerups to some Campaign maps. Replaces Berserk since it does not work properly for clients.
- Loot drops no longer magnetize to players. Instead, they can be picked up when players are near them.
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Version 6.4
- All secondary firing weapons should now deal consistent damage.
- All missions can now be completed with only Demon Players.
- Added some additional fade teleporters in Urdak & Final Sin.
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Version 6.3.1
- Fixed some issues with Urdak. Hey guys, did you know that you can unlock the playable Doom Hunter by playing BATTLEMODE? Crazy right?
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Version 6.3
- Finished Urdak.
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Version 6.2
- Demon Players can now activate triggers, encounters, and gore nests. To activate gore nests, simply attack them.
- Demon Players no longer have reduced health but take x2 damage.
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Version 6.1.1
- Fixed softlocks that may occur in Super Gore Nest, Nekravol, & Final Sin.
- The BATTLEMODE map randomizer sections are now true random.
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Version 6.1
- Added Hell on Earth, DOOM Hunter Base, & Nekravol strings for French and Traditional Chinese.
- Added some additional Demon Player portals in locations that may be difficult for less-nimble demons to traverse through.
- Super Gore Nest and Taras Nabad are closer to their master levels. For real this time.
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Version 6
- Added Hell on Earth, DOOM Hunter Base, & Nekravol to the map pool.
- Arc Complex, Urdak, & The Blood Swamps are available but they are not finished and should not be played outside of testing.
- Super Gore Nest and Taras Nabad now more closely resemble their master levels.
- Removed Gemstone Gargoyles. Reason: caused resource bloat which may lead to unexpected crashes.
- Reduced Demon Player health and increased their movement speed.
- Nightmare is now the default difficulty for all maps.
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Version 5.4.1
- Fixed an issue where Demon Players may not equip the proper co-op loadout.
- Dread Knight player energy wave explode FX will now display properly.
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Version 5.4
- Lots of Tyrants have been added to various encounters, including the randomizer sections. Compromise: Tyrants cannot walk, run, or sprint.
- A few Blood Maykrs have been added to some encounters, including the randomizer sections. Compromise: Blood Maykr shields are never visually disabled for clients.
- Allied Demons now take more damage from AI, but their Heal Zone ability heals twice as fast.
- Added a Restart Map punchable and Randomizer punchable to the BATTLEMODE maps. Added a Slayer Gate skull switch to the CAMPAIGN maps.
- Less AI will despawn when all players on a "team" dies.
- Improved the SGN Slayer Gate.
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Version 5.3
- The Icon of Sin will respawn on round end and red lightning will linger around "destroyed" armor.
- Added the Fortress of DOOM hub world. Not much to do here other than a few combat incidentals and the Ripatorium arena.
- Buff Totems can be destroyed by damage. This was done to prevent soft-locks for Demon Players.
- Added in-lobby GUI text for each loadDevMenuOption command.
- Allied Demon Players have joined the Slayer's cause.
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Version 5.2
- Hammer now takes 8 GK/WP/BP to charge. Only direct BP kills will add to the meter. This was added to compensate for accidental Blood Punch kills instead of Glory Kills.
- Secondary firing projectile damage should now be more consistent for clients. This comes with a cost, most secondary weapon projectiles are invisible when fired from the host.
- Weakpoint breaks should now be more consistent for clients.
- Fixed a few visual and trigger jank for the Campaign levels.
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Version 5.1
- Added 2 optional loadout addons for those who want an extra challenge. Half of your arsenal will be divided into the "bruiser" or "sniper" loadouts. Teamwork is required to be successful on the harder difficuties.
- All 3 Slayers should now be able to see player outlines.
- A few encounters in Super Gore Nest are less cancerous.
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Version 5
- Added Cultist Base, Super Gore Nest, & Taras Nabad. An optional Slayer Gate is included in each map.
- Enemies deal more damage on I'm Too Young To Die, Hurt Me Plenty, & Ultra Violence difficulty. Nightmare is unchanged.
- Heavies now drop more health.
- Added pickups to each map.
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Version 4.10
- Repurposed the Ice Bomb into a "Heal Bomb". Instead of freezing enemies, it will heal you or an ally for 50 health within the explosion.
- Implemented minor QoL changes regarding weapons and AI.
- Stronghold now has a red environment.
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Version 4.9
- Added Screechers to a some of the BATTLEMODE maps. Added an extra wave to Penance, Armageddon, and Extraction.
- Cursed Prowlers are slightly tankier (1 Ballista no longer puts them in a stagger state).
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Version 4.8
- Each campaign map now have checkpoints that can be activated early, and a "restart map" switch. Use these if players want to retry an encounter without needing to redo the entire map or type commands to skip through parts of the level.
- Fixed some client authoritative issues. The Meathook and projectiles should feel more responsive to clients.
- The Cursed Prowler's curse effect now deals damage at a faster rate (same rate as TAG2 launch).
- Rockets now deal self-damage to the player that fired them.
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Version 4.7
- Added French & Simplified Chinese localization.
- Final Sin now uses the updated checkpoint portals from Invasion Mode.
- Removed custom assets in Final Sin, therefore removing the Giga Mancubus enemy. This should "hopefully" alleviate some crashes.
- Replaced the Cursed Prowlers with Carcasses in the Final Sin Rooftop encounter. This was done because the Crowlers would often teleport below into the tower.
- Slayers will now gain a full stack of health, armor, and ammo when the Endless Randomizer activates.
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Version 4.6
- FIXED THE FUCKING "NO CHAINSAW" BUG IN FINAL SIN MY GOD.
- Glory Killing a Buff Totem, Fodder, or Light demon now gives 1 Blood Punch charge. Glory Killing a Heavy or Super Heavy demon gives 2 Blood Punch charges. These were increased to compensate for the lack of Health/Armor for Blood upgrades.
- Removed the Venon Knight custom enemy because they were uninteresting. Armored Arachnotrons now fire orange-ish projectiles and contain the attack pattern of the pre-nerfed Arachnotrons.
- The DOOM Hunter sled explosion no longer deals damage to clients. Clients should no longer be able to 1-shot kill any DOOM Hunter with the Destroyer Blade, I think? This could be a network-related issue.
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Version 4.5
- A few incorrect values for common ammo drops were corrected.
- Chainsaw now charges up to 3 pips, but at a 30 second interval.
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Version 4.4
- Appropriately positioned the "Waiting for Players" camera event in Final Sin.
- Further mitigated the chance that a client might be unable to use the Chainsaw if they fall below the world in Final Sin (Hopefully???). I plead that you guys git gud at platforming so this doesn't happen to you.
- Players can no longer "steal" each other's Chainsaw ammo. This means that ammo will enter the Chainsawing player's inventory instead of spawning ammo drops. This also means that players can no longer "share" ammo via Chainsaw and should rely on the Hammer, Maykr Drones, and Full Auto for that.
- Scaled all ammo drop quantities to account for your weapon's ammo consumption. Example, ammo obtained from the Hammer are: 4 shells (from 5), 20 bullets (from 10), 25 plasma (from 15), 1 rocket (same as vanilla).
- Lost Souls conjured by Pain Elementals no longer drop health.
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Version 4.3
- The net_maxRate has been increased to 100 upon loading a map (from 50). This should help with some latency for clients.
- Slightly decreased the animation rate scale for the Giga Mancubus custom enemy and made all the custom enemy model scaling consistent for the host and clients.
- Fixed a few minor issues with Final Sin, such as removing an invisible teleporter in the intro lobby and making Cursed Prowlers die when they are idle for too long.
- Player light rigs are now colored white, so player skins can be seen with more clarity. Light rigs are now more intense to improve visibility.
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Version 4.2
- All non-hitscan projectiles and sound effects are now visible and audible from the host.
- This includes: Micro Missiles (+ Primary Charger), Power Surge (not Heat Blast), Meathook (only SFX), Lock-On Burst, Destroyer Blade (projectile is smaller), Mobile Turret (only Impact FX).
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Version 4.1
- Fixed an issue when a player falls below the world and respawns, but they cannot use their chainsaw.
- Reverted the Final Sin ambient music structure back to vanilla since there is now a mod that fixes its transitions.
- Slightly increased the amount of fodder in the main Final Sin encounters.
- Fixed a few minor bugs.
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Version 4
- Added Final Sin. This includes the entire level and boss fight, not just a single arena. The Icon of Sin is "mostly" functional.
- Slightly increased the amount of ammo Slayers will receive from Chainsaw kills.
- Decreased the Slayer's collision push-back radius.
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Version 3.4
- Corrosion fog & Stronghold lasers should no longer toggle after a round has ended when they were initially triggered.
- (Hopefully) fixed an issue where the havok heap limit would reach 100 MB and crash the game for the host. The new limit is 200 MB.
- The endless randomizer SFX should now be more apparent.
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Version 3.3
- The host should now be able to view player highlights, but not name tags or health bars.
- The score limit is 99, meaning that players can retry the map that many times instead of when a "team" reaches 3 points.
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Version 3.2
- Updated for version 6.66 - revision 2
- The Chaingun & Mobile Turret now fires actual projectiles, instead of using hitscan. This was done to alleviate a bug where those weapons would fire at an invisible wall directly in front of the player.
- The Slayer's first person hands should no longer glow green when a player glory kills or chainsaws an enemy.
- Removed excess files.
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Version 3.1
- Removed Blood Maykrs because they crashed the game for some clients.
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Version 3
- All Battlemode maps are now available. Each with a scripted encounter with varied pacing and difficulty.
- Blood Maykrs have been added to Armageddon & Celestial. They may or may not crash for some people.
- Added a few custom enemy variations to some of the newer maps.
- Sound events should now play for clients.
- Fixed numerous bugs.
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Version 2.1
- The 2nd player in Stronghold should no longer clip below the map when spawning.
- All enemies drop 15 health on I'm Too Young To Die & Hurt Me Plenty difficulties, 45 from glory kills.
- The map selection in the lobby will now tell the player if the map starts with a scripted encounter or endless randomizer. Only applies to English text.
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Version 2
- Added the Forsaken, Amageddon, Corrosion, & Stronghold BATTLEMODE maps.
- Forsaken starts with a scripted encounter, then an endless randomizer like Tundra. The other 3 maps immediately start with an endless randomizer.
- Now supports other languages.
- Fixed a few minor bugs.
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Version 1.2
- Precision Bolt now costs 6 bullets instead of 8, like in singleplayer.
- All enemies drop 10 health regardless how, and 30 health from glory kills.
- The Microwave Beam can no longer target Spirits. Clients could not target Spirits so this only applies to the host.
- Pain Elementals should no longer have the spawn FX bug. Consequently, they no longer have a spawn FX.
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Version 1.1
- The host can now see Buff Totem HUD notifications. There is also a notification when the endless randomizer section starts.
- Non-host players can see player outlines and name tags. It is currently not possible to allow the host see player outlines.
- All demons drop 5 health on death. Health drops values are not longer dependent on health thresholds. This was changed because the health threshold only applied to the normal Slayer.
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Version 1
- Initial release.
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- Author's activity
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April 2025
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20 Apr 2025, 7:42PM | Action by: Velser
File added
'CO-OP ADDON - No Air Control v7.8 [version 7.8]'
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20 Apr 2025, 7:41PM | Action by: Velser
File added
'Co-operative Mode v7.8 [version 7.8]'
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20 Apr 2025, 7:35PM | Action by: Velser
Attribute change
'Description changed.'
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20 Apr 2025, 7:31PM | Action by: Velser
Attribute change
'Description changed.'
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20 Apr 2025, 7:31PM | Action by: Velser
Attribute change
'Description changed.'
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20 Apr 2025, 7:15PM | Action by: Velser
Changelog added
'Change log added for version 7.8'
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20 Apr 2025, 7:13PM | Action by: Velser
Changelog added
'Change log added for version 7.8'
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20 Apr 2025, 7:13PM | Action by: Velser
Attribute change
'Mod version changed to 7.8.'
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16 Apr 2025, 3:14AM | Action by: Velser
File added
'CO-OP ADDON - No Air Control v7.7 [version 7.7]'
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16 Apr 2025, 3:14AM | Action by: Velser
File added
'Co-operative Mode v7.7 [version 7.7]'
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16 Apr 2025, 12:46AM | Action by: Velser
Changelog added
'Change log added for version 7.7'
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16 Apr 2025, 12:46AM | Action by: Velser
Attribute change
'Mod version changed to 7.7.'
March 2025
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11 Mar 2025, 8:26PM | Action by: Velser
Mod edited
'FAQ'
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10 Mar 2025, 3:45AM | Action by: Velser
File added
'CO-OP ADDON - No Air Control v7.6 [version 7.6]'
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10 Mar 2025, 3:45AM | Action by: Velser
File added
'Co-operative Mode v7.6 [version 7.6]'
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10 Mar 2025, 2:53AM | Action by: Velser
Changelog added
'Change log added for version 7.6'
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10 Mar 2025, 2:50AM | Action by: Velser
Attribute change
'Mod version changed to 7.6.'
September 2024
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17 Sep 2024, 6:52PM | Action by: Velser
File added
'CO-OP ADDON - No Air Control v7.5 [version 7.5]'
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17 Sep 2024, 6:51PM | Action by: Velser
File added
'Co-operative Mode v7.5 [version 7.5]'
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17 Sep 2024, 6:42PM | Action by: Velser
Changelog added
'Change log added for version 7.5'
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- Mod page activity
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April 2025
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20 Apr 2025, 5:56PM | Action by: MeanMrRooster
Tracked
Co-operative Mode
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18 Apr 2025, 9:24PM | Action by: Lachtan007czsk
Untracked
'Co-operative Mode'
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18 Apr 2025, 9:24PM | Action by: Lachtan007czsk
Tracked
'Co-operative Mode'
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14 Apr 2025, 8:02PM | Action by: zensitive
Tracked
Co-operative Mode
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14 Apr 2025, 12:07PM | Action by: Gulock
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12 Apr 2025, 11:18AM | Action by: venyk775757577
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Co-operative Mode
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09 Apr 2025, 2:49PM | Action by: KlasingQWQ
Tracked
'Co-operative Mode'
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08 Apr 2025, 3:30AM | Action by: RatohnhaketonKenwaySNT
Endorsed
'Co-operative Mode'
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03 Apr 2025, 5:41AM | Action by: Fireteam3
Tracked
'Co-operative Mode'
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02 Apr 2025, 6:58PM | Action by: RokkoSFun
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02 Apr 2025, 4:02AM | Action by: Docholphan
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02 Apr 2025, 2:14AM | Action by: LazyOrangeCat
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'Co-operative Mode'
March 2025
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31 Mar 2025, 10:50PM | Action by: zohoho
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'Co-operative Mode'
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23 Mar 2025, 9:47AM | Action by: JohnDarksSouls
Tracked
Co-operative Mode
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23 Mar 2025, 5:01AM | Action by: sajadj19
Tracked
Co-operative Mode
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22 Mar 2025, 12:23PM | Action by: mysummervehicle
Endorsed
'Co-operative Mode'
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20 Mar 2025, 4:16AM | Action by: ljylsq
Tracked
'Co-operative Mode'
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20 Mar 2025, 4:16AM | Action by: ljylsq
Untracked
'Co-operative Mode'
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20 Mar 2025, 4:07AM | Action by: ljylsq
Tracked
'Co-operative Mode'
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