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Showing posts with the label 2008

Dark Seekers - Dunkelschwamm

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       Inspired by 'I am Legend' players fight the eponymous Dark Seekers in an abandoned city. Solve puzzles, find a way to escape, and beware the large amounts of high health enemies! SCMapDB page Authors: Goanna Date of release: 2008 Maps in package: 2 Map review of Dark Seekers (originally posted on SCMapDB) by dunkelschwamm | January 7, 2024 | 4838 characters      Dark Seekers is a duo of horror maps based loosely on the I Am Legend scenario. In the first map you search buildings to find necessary items to solve puzzles while being harassed by the titular dark seekers- zombies which run and take quite a bit of damage to kill. The second map takes the players through a dark seeker infested subway tunnel, until they surface into a warzone where hostile soldiers battle dark seekers in the streets. Both maps are very different in gameplay tone, but manage to feel appropriate together in atmosphere and theme.      The first map is slow in pace, with players being forced to slow

Dark Seekers - GrandmasterJ

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      Inspired by 'I am Legend' players fight the eponymous Dark Seekers in an abandoned city. Solve puzzles, find a way to escape, and beware the large amounts of high health enemies! SCMapDB page Authors: Goanna Date of release: 2008 Maps in package: 2 Map review of Dark Seekers (originally posted on SCMapDB) by GrandmasterJ | January 7, 2024 | 3574 characters      The short version is that we fight a bunch of fast zombies in spooky derelict city and subway levels. The eponymous Dark Seekers are inspired by the vampire things in I Am Legend and they definitely do resemble the things I saw in the movie, bald, pale, and fast. A big list of objectives is at the start of each map and it is immensely helpful as both maps are pretty big and it can be a pain figuring out where to go.      We start off in a city and on our first steps forward we find the dark seekers, all sitting on the ground and as one they turn their heads and rise to their feet. Each one has 250 health so then it

The Tomb of Death - Dunkelschwamm

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       Welcome to the Tomb of Death, where you will die a lot. The map has a heavy emphasis on traps and each trap is a unique delight, which is not usually how trap themed Sven maps usually feel. SCMapDB page Authors: generic Date of release: 2008 Maps in package: 6 Map review of The Tomb of Death (originally posted on SCMapDB) by dunkelschwamm | December 16, 2023 | 6784 characters      Tomb of Death! I remember playing this a long time ago and thinking it was kind of clunky and mediocre. Boy, am I glad I revisited it! This mapset captures a lot of the spirit of what I love about Sven Co-op, and is a truly inspiring exercise in creativity.      This mapset is long, so I'm going to go down the maps one by one and give overall impressions.      The first map gives a lot of what the title implies: a tomb full of fun traps and monster teases. There's a couple puzzle-like areas, including a platforming bit over some toxic sand that I was not a fan of. I mention that right out the g

The Tomb of Death - GrandmasterJ

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      Welcome to the Tomb of Death, where you will die a lot. The map has a heavy emphasis on traps and each trap is a unique delight, which is not usually how trap themed Sven maps usually feel. SCMapDB page Authors: generic Date of release: 2008 Maps in package: 6 Map review of The Tomb of Death (originally posted on SCMapDB) by GrandmasterJ | December 16, 2023 | 5082 characters      The Tomb of Death is a very fun and cheeky map where players go through lots and lots of hallways. We get a token story attached and told through the messages of the day, there are six maps by the way. We encounter some really faint beams of light that trigger traps and at first we were doing our best to avoid them, but then we hit a point where we see a trap that has already been sprung and we try springing a trap ourselves. The vast majority of traps are one time only, we get to see a brick in the wall dissolve and then projectiles fly out and get stuck in the wall. It is really fun until we trigger a

Gauss Lab - Dunkelschwamm

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      Use the gauss gun to jump around the level, avoiding obstacles and toxic goo. This map is apparently an unfinished part of another map, but it feels fairly complete and self-contained as it is. SCMapDB page Author: Keen Date of release: 2007 Maps in package: 1 Map review of Shopping Centre (originally posted on SCMapDB) by dunkelschwamm | April 3, 2023 | 3656 characters      Gausslab is a beta of a puzzle map seemingly abandoned by Keen. It features some very functional, and at times very lovely brushwork with some sickly green lighting (to be fair, much of the map is lit by green goo).      The conceit is simple: use a gauss gun to launch around solving platforming puzzles. To that end, it works! There's a lot of platforming bits I enjoy with many platforms above green goo which reward just about any way the player approaches as long as they can pull off any light-precision gauss jump. There were some timing bits that were really clever, like one which has playe

Gauss Lab - GrandmasterJ

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      Use the gauss gun to jump around the level, avoiding obstacles and toxic goo. This map is apparently an unfinished part of another map, but it feels fairly complete and self-contained as it is. SCMapDB page Author: Keen Date of release: 2007 Maps in package: 1 Map review of Shopping Centre (originally posted on SCMapDB) by GrandmasterJ | April 3, 2023 | 5838 characters      Gauss jumping is the art of charging up the gauss gun and launching yourself great heights and distances. This map is all about doing that. It's got a lot of platforming featuring gauss jumping, lots of vertical shafts we have to fly up and a couple difficult trick jumps. It should also be noted that this map is an unfinished beta, the message of the day even says the first part of the map was 'misplaced' and that we are left with this. It's a fine map as it is, and it doesn't come off as an unfinished beta.      We start out in a vaguely Black Mesa themed underground walkway comp

Richard Boderman - Dunkelschwamm

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    Here is a map that is famous in the Sven Co-op community. Players must fight hordes of enemies in a huge arena with lots of vertical elements. Fun custom models representing members of the community (a recent addition, apparently), a kick-ass helicopter, plus music and voiceover really brings this whole map together in an amazing way. SCMapDB page Author: Aurora, JPolito, Puchi, Hydeph Date of release: 2008 Maps in package:1 Map review of Richard Boderman (originally posted on SCMapDB) by dunkelschwamm | March 25, 2023 | 4711 characters *!*!*!*300th MAP REVIEW EXTRAVAGANZA*!*!*!*      Richard Boderman is an arena map for Sven Co-op and by now is a certified classic. With the Garompa edit, it's even better. The monsters of the map, both friends and foe, are flavored as members of the community and have models and gimmicks to match. It's both a tremendous celebration of the Sven Co-op community and a really fun way to make this a colorful, interesting map.      T

Richard Boderman - GrandmasterJ

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      Here is a map that is famous in the Sven Co-op community. Players must fight hordes of enemies in a huge arena with lots of vertical elements. Fun custom models representing members of the community (a recent addition, apparently), a kick-ass helicopter, plus music and voiceover really brings this whole map together in an amazing way. SCMapDB page Author: Aurora, JPolito, Puchi, Hydeph Date of release: 2008 Maps in package:1 Map review of Richard Boderman (originally posted on SCMapDB) by GrandmasterJ | March 25, 2023 | 4509 characters      Richard Boderman is a pretty famous map and I have just reached the 300th map reviewed milestone so I rustled up a third person and tackled the famous boss battle the map is named after.      The map is a huge circular arena. There are cliffside ramps up the face of the sides and in the central mountain as well as ladders allowing lots of verticality in the map. Various trench systems and bunkers hide supplies and provide cover from the

Resident Evil: Directors Cut - Dunkelschwamm

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       This is the second and probably final Resident Evil map made by James Smith, following his previous map, Aftermath. The map is very similar to the first, keeping with a recreation of the Resident Evil mansion, but it is very much improved. SCMapDB page Author: James Smith Date of final release: 2008 Maps in package: 1 Map review of Resident Evil: Directors Cut (originally posted on SCMapDB) by dunkelschwamm | September 3, 2022 | 6027 characters      Resident Evil: Director's Cut is a map for Sven Co-op map which replicates, at a very base level, the cheap outermost layers of a Resident Evil game, much like its predecessor Resident Evil: Aftermath does. However, unlike Resident Evil: Aftermath, this map is competently produced.      First of all, I think the presentation of this map is a large improvement from Resident Evil: Aftermath. The furniture is all lovely, and there's a few nice atmospheric touches like rain outside the windows and some lovely candelabras. The hal

Resident Evil: Directors Cut - GrandmasterJ

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      This is the second and probably final Resident Evil map made by James Smith, following his previous map, Aftermath. The map is very similar to the first, keeping with a recreation of the Resident Evil mansion, but it is very much improved. SCMapDB page Author: James Smith Date of final release: 2008 Maps in package: 1 Map review of Resident Evil: Directors Cut (originally posted on SCMapDB) by GrandmasterJ | September 3, 2022 | 3173 characters      The second map available in the series of Resident Evil maps made by the author, James Smith. it is unclear if this series has anything to do with the other Resident Evil maps made by a different author but it is definitely an improvement over the first one. It still leans heavily on the long and twisty hallway element though.      The map still only loosely resembles the layout of any Resident Evil game but it looks much better. The main hall treats players to some nice looking windows with rain effects behind them, it set the mood ri

Ascii Art 2 - Dunkelschwamm

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       The second map of Ascii Art is not quite a sequel and not quite a remake. The whole gameplay flow has been changed and a new area has been added, not to mention the whole map is now at night. SCMapDB page Author: enuze Date of final release: 2008 Maps in package: 1 Map review of Ascii Art 2 (originally posted on SCMapDB) by dunkelschwamm | July 21, 2022 | 3539 characters      Ascii Art 2 is a map in Japanese that I cannot understand. However, with some patience, I *can* beat it.      Ascii Art 1 was a charming map marred by a pretty unfun gameplay loop. Ascii Art 2 is a map that I also think is very charming and has a pretty unfun gameplay lop for totally different reasons. However, I do think this is an improvement and with lots of players the problems I have with this map really would melt away. Let's discuss.      First off, if you liked the style of Ascii Art 1, you'll really like the style of Ascii Art 2. Basically the same locations but at night. Very little new co

Ascii Art 2 - GrandmasterJ

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      The second map of Ascii Art is not quite a sequel and not quite a remake. The whole gameplay flow has been changed and a new area has been added, not to mention the whole map is now at night. SCMapDB page Author: enuze Date of final release: 2008 Maps in package: 1 Map review of Ascii Art 2 (originally posted on SCMapDB) by GrandmasterJ | July 21, 2022 | 3147 characters      This map is a lot like the first, the description says it is a nighttime version but that is not the whole truth. A lot of the map is the same architecture, but the spawn point and sequence of events is all different plus there is a new area and some new enemies. The terrible elevator is still there but now players have to deal with it at the end of the map and it is a lot more palatable now. But hey, there is only one elevator instead of two! That's big progress!      Players start in underground cells, this was about halfway through the first map. There are uboa zombies with tons of health and powerful

Ascii Art - Dunkelschwamm

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       ASCII refers to the American Standard Code for Imformation Interchange, a system that supports text on digital platforms. The entire map is textured in white with black text. SCMapDB page Author: enuze Date of final release: 2008 Maps in package: 1 Map review of Ascii Art (originally posted on SCMapDB) by dunkelschwamm | July 16, 2022 | 3329 characters      Ascii Art is a map in Japanese that I cannot understand. However, with some patience, I *can* beat it.      Ascii Art is a map that I presume is full of humorous content, but unfortunately for myself the humor is meant for another culture altogether. I'm sure it's very funny in the appropriate context, but I cannot say anything about the textual jokes or contextual humor. What I can say is that the map has a very stylish monochromatic style and very fun cartoony characters. The environment is very charmingly crafted around representing an ascii world in a way that isn't invasive or overwhelming, but just very tast

Ascii Art - GrandmasterJ

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       ASCII refers to the American Standard Code for Imformation Interchange, a system that supports text on digital platforms. The entire map is textured in white with black text. SCMapDB page Author: enuze Date of final release: 2008 Maps in package: 1 Map review of Ascii Art (originally posted on SCMapDB) by GrandmasterJ | July 16, 2022 | 4369 characters      I remember playing this map way back in the day, probably in 2008 when it came out. I remember riding the longest elevator of my life with two of my buddies. One of them jumps on my head and due to a quirk in the engine I immediately explode followed by me rage quitting because there was no way I was riding the elevator again. Well I've played it again all these years later and that elevator ride has not improved in the slightest.      So ascii art is a map made out of ascii art. For those who don't know what ascii art is, ascii is a character encoding standard, which is fancy talk for how computers handle text. The wh

Area 491 - Dunkelschwamm

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       The map description simply reads "The average sven player cannot beat this." The map is a room with a box and a button, what mysteries does this map hold? SCMapDB page Author: GAMESABA Date of final release: 2008 Maps in package: 1 Map review of Area 491 (originally posted on SCMapDB) by dunkelschwamm | June 5, 2022 | 1754 characters      Area 491 is a map that I don't understand, but can beat. You begin in a room with a box and a button. If you press the button you will explode, but if you break the box and then press the button you will not explode and you will complete the map. The box takes quite a few hits to destroy, but with teamwork it doesn't have to take long.      The map itself is pretty boring looking. Little effort is put into beautification, and if I had to describe the aesthetic it would be "debug room". The button gives no indication that it will explode, I'm guessing for troll reasons, and the box which must be destroyed gives li

Area 491 - GrandmasterJ

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      The map description simply reads " The average sven player cannot beat this." The map is a room with a box and a button, what mysteries does this map hold? SCMapDB page Author: GAMESABA Date of final release: 2008 Maps in package: 1 Map review of Area 491 (originally posted on SCMapDB) by GrandmasterJ | June 5, 2022 | 1591 characters      This is a Japanese troll map consisting of a big room with a button on one wall and a box in a corner. There is some stuff on the wall but that's all texture, none of it does anything. Running to the button will trigger an explosion that will kill you instantly and a message in Japanese (romanji) that my teammate is hard at work Google translating as I write this. It means something like "hey pretty good, it takes guts" if Google translate is any good.      The secret to beating the map is destroying the box, which has a ton of health, and that will stop the explosions. When the explosions are off you can run up and press

5 Ways to Die - Dunkelschwamm

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       This map is a series of rooms with two doors to choose. One path leads to death and the other leads to the next room. There are 5 rooms. SCMapDB Page Original mod authors: The Hunter Conversion authors: CubicVirtuoso Date of original mod release: 2005 Date of final Sven Map release: 2008 Maps in package: 1 Map review of 5 Ways to Die (originally posted on SCMapDB) by dunkelschwamm | December 4, 2021 | 1514 characters      I'm not sure I understood the intent of this level. I think it was like, you had a coin-flip chance each room to die depending on your choice. I just happened to choose right each time and survived to the end- left, left, right, left- then you throw a grenade at a barney surrounded by trip mines, jump behind a blast shield, and the level is over. That was the extent of my experience. I believe my friend who made different choices than the ones I made as I went forward was killed by level geometry or something.      Was very short, very fast. I don't hav

5 Ways to Die - GrandmasterJ

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      This map is a series of rooms with two doors to choose. One path leads to death and the other leads to the next room. There are 5 rooms. SCMapDB Page Original mod authors: The Hunter Conversion authors: CubicVirtuoso Date of original mod release: 2005 Date of final Sven Map release: 2008 Maps in package: 1 Map review of 5 Ways to Die (originally posted on SCMapDB) by GrandmasterJ | December 4, 2021 | 1171 characters      The idea behind this map is not very good. You have a series of five binary choices (left or right) and choosing wrong kills you. The map description is accurate, it's pure luck, unless you go left, left, right, left, right, then you've cheated to the end. The puzzle at the end is throwing a grenade at Barney.      Overall, I didn't like it. Living or dying is arbitrary and the final puzzle is finding a way to detonate explosives, something Half-life and Sven players should know how to do at this point. The map ends after that and I ended up in the ca

Afrika Corps Bonus - Dunkelschwamm

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       Afrika Korps is a map series about fighting Nazis under General Rommel out of Northern Africa. This bonus mission is more of the same thing. The gameplay is exactly the same. SCMapDB page Author: MysticMDT and SiC Date of final release: 2008 Maps in package: 3 Map review of Afrika Korps Bonus (originally posted on SCMapDB) by dunkelschwamm | February 20, 2022 | 2649 characters      Afrika Korps Bonus is exactly what it says on the tin: a bonus map for those who liked Afrika Korps. It feels a lot like Afrika Korps' second map, in that it's just a straight level of the mapset's iconic objectives rehashed in another formation. It sort of reminds me of those Zelda Rom Randomizers that people get that mix up the Zelda dungeons. This is like a mixed up version of Map 2 from Afrika Korps.      For those who don't know Afrika Korps as a mapset, it's a WW2 themed objective-walkthrough mapset prioritizing stealing documents and destroying German tanks, radios, and weap

Afrika Corps Bonus - GrandmasterJ

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      Afrika Korps is a map series about fighting Nazis under General Rommel out of Northern Africa. This bonus mission is more of the same thing. The gameplay is exactly the same. SCMapDB page Author: MysticMDT and SiC Date of final release: 2008 Maps in package: 3 Map review of Afrika Korps Bonus (originally posted on SCMapDB) by GrandmasterJ | February 20, 2022 | 1679 characters      Afrikakorps Bonus should probably be included in the main Afrikakorps map set. It's really similar to the first and second main Afrikakorps maps and blends right together with them. The objectives are set up the same exact way, destroy targets, steal documents. The weapons are the same, the arsenal does not grow in the Bonus Mission. Curiously, there is a rocket launcher in this map, but like the other Afrikakorps maps it too will disappear when somebody grabs it. Just like the other maps I died after I picked it up and nobody got to use it at all. It's so incredibly disappointing every time it