Posts

Showing posts with the label 6.8/10

Civil Defence - Dunkelschwamm

Image
       Kill a bunch of soldiers and aliens in some generic warehouses and offices somewhere in a red brick city. It's a pretty straightforward map that requires at least two people. SCMapDB page Authors: Daniel Plant Date of release: 2004 Maps in package: 1 Map review of Civil Defence (originally posted on SCMapDB) by dunkelschwamm | January 7, 2024 | 3588 characters      Civil Defence is a very simple sequence of gunfighting arenas in a warehouse district setting. Players fight their way out of a building by escaping along its fire escape, then through the district, before moving through a sewers area to the final battle. The first third of the map sees players fighting blackops grunts and assassins, before things take a sudden shift and see the players fighting an odd combination of vortigaunts, gonomes, and shock troopers (with a few itchyosaurs, and eventually a voltigore, thrown into the mix).      The battles in this are intense. Without a third player, we found that approach

Bluecell Puzzle - Dunkelschwamm

Image
      This map is a beta and ends abruptly. It also doesn't really have a story. However, it does contain eye gouging amounts of blue and some fun gameplay. SCMapDB page Author: Keen Date of release: 2007 Maps in package: 1 Map review of Bluecell Puzzle (originally posted on SCMapDB) by dunkelschwamm | January 28, 2023 | 2766 characters     Bluecell Puzzle is a Sven Co-op puzzle map seemingly abandoned by Keen. Much of navigation is based around using the barnacle, and the setting is wacky and neodadaist.      Worth mentioning that if you don't get the fixed bsp, this map is outright broken.      Bright, colorful, wacky corridors littered with crystals and corpses holding valuable weapons to pick up- that is what makes up most of Bluecell Puzzle. The environment has a lot of charm to it, even if it looks like MSPaint vomit with clipart crystals additive-moded into the scenery. That's one of the strengths of picking any Keen map- you'll always get interesting, strikin

Bank Robbery - Dunkelschwamm

Image
      Players start in a grey boxy building and outside are tons of enemies. The boxy grey building is the bank, you are the robbery, and the enemies are the cops. SCMapDB page Author: halfliferyan Date of final release: 2005 Maps in package: 1 Map review of Bank Robbery (originally posted on SCMapDB) by dunkelschwamm | September 24, 2022 | 3734 characters      Bank Robbery is a funny little action map where the players start in a big box within a huge box and must fight the enemies who are within the huge box but not within the big box (unless they run inside). The huge box may be called the "exterior" to some, but let's be real it's just a huge box.      The big box has a few hostages, a bunch of weapons and HEV and some medkits and a scant bit of ammo for 9mm and the sniper. This is where you spawn. There's a barricade that provides excellent cover from which you can easily decimate enemy forces, but the barricade does shatter after some punishment.      The hu

Resident Evil: Directors Cut - Dunkelschwamm

Image
       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

Assault - Dunkelschwamm

Image
       Assault the other end of the map! This map has a very simple layout, spawn on one end of the map, fight to the objective on the other side of the map.  SCMapDB page Author: Medlam Date of final release: 2000 Maps in package: 1 Map review of Assault (originally posted on SCMapDB) by dunkelschwamm | July 28, 2022 | 3203 characters      Assault is a pretty dumb fun not very pretty map. In harsher words, assault is a fun map that is dumb and kinda ugly. But, within, I think there's a lot of fun to be had.      The main conceit of assault is that the players assault a base that infinitely vomits grunts, and is heavily fortified with turrets, rescue a scientist with more HP and resurrections than Jesus, and take him back to base. To aid in accomplishing this, players are given a ton of weapons, lots of supplies along the way, some friendly Barneys, and a bunch of mounted turrets. The mounted turrets are great, gibbing grunts left and right with heavy bullets or explosives- and nei

Arcad - Dunkelschwamm

Image
       Let me just say right off the bat that this map has nothing to do with arcades. It's really just another Black Mesa map style-wise and a scavenger hunt gameplay-wise.  SCMapDB page Authors: Streamfox and RNG Date of final release: 2010 Maps in package: 2 Map review of Arcad (originally posted on SCMapDB) by dunkelschwamm | May 14, 2022 | 2976 characters      Arcad is a couple of maps by Streamfox and RNG. The first sees players fight their way through a military base lightly peppered with alien invaders, followed up by a pretty straightforward romp through an alien-infested bunker/engineering facility.      The first map struggles to form much of an identity outside of cargo holds and hallways. Most of the map felt samey, but featured fun (if easy) combat with lots of ammo and an ever-expanding arsenal. I think its most memorable bits are point-and-click reminiscent puzzles featuring finding parts to build explosives, repairing broken door engines, and driving forklifts thro

Garg House - Dunkelschwamm

Image
       There are quite a few maps centered around the gargantua, this particular map has tons of enemies in it yet the gargantua gets all the credit. Players go through teleporters and end up in a big room full of enemies. SCMapDB page Author: Hezus Date of final release: 2001 Maps in package: 1 Map review of Garg House (originally posted on SCMapDB) by dunkelschwamm | April 24, 2022 | 2320 characters      Garghouse2k is an endless combat map starring a garg, a warehouse (technically a house), an escalating series of events which makes combat more and more complex and intense. First you have a garg running around, then you have bullsquids, then the HECU invade, and then vortigaunts and alien grunts join in the fray- needless to say, things get pretty crazy.      Players spawn in a separated balcony where they can lord over the battle with mutual impunity. However, after jogging through a teleporter the players are thrust into the action on the ground level with the garg. All around the

Wolfenstein 3D Level 1 - Dunkelschwamm

Image
       This map is a remake of the first level of the classic FPS Wolfenstein 3D built as a map in Sven Co-op. The level layout itself is mostly accurate with only tiny details added but the enemy composition and weapons is all standard Half-Life stuff. SCMapDB page Author: $kud Date of final release: 2002 Maps in package: 1 Map review of Wolfenstein 3D Level 1 (originally posted on SCMapDB) by dunkelschwamm | April 17, 2022 | 2605 characters      Wolf3dlvl1 is a remake of the groundbreaking E1M1 of Wolfenstein 3D, also known as Level 1. E1M1 of Wolf3d was the first experience many had in 1992 of 256-color first-person gameplay with characters resembling humans- and we blew their nazi brains out.      Wolf3dlvl1 takes Wolfenstein 3D's mechanics and massages them to create a more enjoyable experience when the level is transitioned into Sven Co-op. For example: there are more enemies now, and those enemies are far more capable than the brownshirts originally featured in Wolfenstein 3

Surface Run - Dunkelschwamm

Image
       Surface Run is a map where players must run to the surface. It's a conversion from a standalone mod that takes place in Black Mesa. SCMapDB page Original mod authors: noSICK Conversion authors: Outerbeast Date of original mod release: 2011 Date of final Sven Map release: 2021 Maps in package: 1 Map review of Surface Run (originally posted on SCMapDB)  by dunkelschwamm | January 16, 2022 | 3530 characters      Surface Run is a Half-Life mod with some really novel ideas. I didn't play it but from what I can tell it has a lot of differences from its original version and this conversion, which I understand takes many liberties with the stories, monsters, and items. So, as such, I'm going to review it as its own thing.      Surface Run is a Sven Co-op mod with some really novel ideas. It takes the player into an underground facility run by a malicious science organization trying to make more resonance cascades. Well- OH NO- they did it, and now there's a big chunk of

Sewer Systematic: Toxicidia Sektor 516 - Dunkelschwamm

Image
       This map advertises being a sewer level where players have to rescue scientists in the sewer. The architecture doesn't really evoke a sewer feeling but it looks great anyway. SCMapDB page Author: RNG Date of final release: 2007 Maps in package: 3 Map review of Sewer Systematic: Toxicidia Sektor 516 (originally posted on SCMapDB)  by dunkelschwamm | December 12, 2021 | 2085 characters      Sewer Systematic: Toxicidia Sektor 516 is a mouthful. It's also the name of an incredible mapset by RNG, a mapper whose content never fails to exude personality and quality. The map follows through a moody, atmospheric rustpunk world of grimy corridors into battles with gonomes, giant vortigaunts, and gargantuas. The mood is aided along the way with skillful brushwork and custom sounds.      The map is mostly broken up into chambers and corridors full of monsters who must be wiped out before the players can press corresponding buttons (requiring a team play aspect) to open the next door