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Showing posts with the label custom models

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

City of the Dead - Dunkelschwamm

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       Fight waves of zombies in a city themed arena. The map description makes it seem like fighting waves of zombies is all that happens but there is a nice exploration aspect as well. SCMapDB page Authors: Searanger, EdisLeado Date of release: 2007 Maps in package: 1 Map review of City of the Dead (originally posted on SCMapDB) by dunkelschwamm | October 16, 2023 | 4960 characters      City of the Dead is a zombie map wherein the goal is to escape using a helipad. To do so, you must explore a city block full of explorable buildings locked off by various obstacles.      The map begins players in a spawn armory where players can take their pick of beginning weaponry or ammo. Right from the start the map's clunkiness, which is a theme throughout, becomes apparent. Grabbing ammo or a weapon will immediately chuck players into the map proper, so if you grabbed ammo, you're a sucker. There are weapons to be found throughout the map, but they do not respawn (with the exception of g

City of the Dead - GrandmasterJ

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      Fight waves of zombies in a city themed arena. The map description makes it seem like fighting waves of zombies is all that happens but there is a nice exploration aspect as well. SCMapDB page Authors: Searanger, EdisLeado Date of release: 2007 Maps in package: 1 Map review of City of the Dead (originally posted on SCMapDB) by GrandmasterJ | October 16, 2023 | 3192 characters      I wanted to play a scary map for October and I thought a zombie horde would fit the bill. Instead of meeting a brain dead map with a wad of zombies in an arena I was met with a small facsimile of a town with strategically placed weapons and ammo. In the second half of the map I was really scared of running out of ammo, that is the true horror.      The game starts us off in a pure white hallway that is really blinding. Then we have white text that tells us how many seconds until the round starts, it is almost impossible to see. Go through a doorway to end up in a spawn room, health and HEV along with a

Coldburn - Dunkelschwamm

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       The main feature of Coldburn is that it is so cold it burns and players will take environmental damage in certain areas. I didn't think this mechanic would be fun but the author definitely put a lot of thought into it and made it work really well. SCMapDB page Author: Keen Date of release: 2014 Maps in package: 1 Map review of Coldburn (originally posted on SCMapDB) by dunkelschwamm | August 14, 2023 | 3315 characters      Coldburn is a total conversion style walkthrough map for Sven Co-op. Players are tasked with plunging the depths of a base atop a Neptunian moon, plunging ever deeper into hostile environments as their HEV is the only temporary barrier keeping players from rapidly deteriorating under cold and radiation threat. To make matters worse, bizarre monsters stalk the players through the facility.      First thing you'll notice about the map is that it nails the environment and atmosphere. Lighting is moody, the fog is effective, and the sprites of little cloud

Coldburn - GrandmasterJ

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      The main feature of Coldburn is that it is so cold it burns and players will take environmental damage in certain areas. I didn't think this mechanic would be fun but the author definitely put a lot of thought into it and made it work really well. SCMapDB page Author: Keen Date of release: 2014 Maps in package: 1 Map review of Coldburn (originally posted on SCMapDB) by GrandmasterJ | August 14, 2023 | 3187 characters      The screenshots for this map look very intriguing, and the name is mysterious too. A big part of the map is taking damage from extremely cold temperatures and I thought I would hate that mechanic but I thought it was well implemented. It's kind of like Mario games when he's underwater and eats coins to regain oxygen. Although I can't imagine more than two players having a good time on this map with the limited supply or air coins.      We start off in a room where we have to uncover the start button. There is also a secret here so that is pretty

Zombie Squad - Dunkelschwamm

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       Suit up squad, it's time to go fight human grunts that this map calls zombies. This map is a horde map taking place in a burned out urban block, supposedly there are points to capture but I didn't see any. SCMapDB page Author: cyberdaemon Date of release: 2005 Maps in package: 1 Map review of Zombie Squad (originally posted on SCMapDB) by dunkelschwamm | July 17, 2023 | 2601 characters      Zombie Squad is a well detailed horde map wherein grunts and hwgrunts (and, like, an assassin) swarm the players from every angle. Thankfully, within the details of the ruins are plenty of weapons, and a reasonable smattering of HEV and health pickups.      The description makes it sound like maybe my experience with the map is broken. There were, like, 3 soldiers which looked like zombies in the map. I think far more were meant to be zombies? Also, the MOTD makes it sound like there's some funny control point business, like there's an objective to the map. Far as I can tell a

Zombie Squad - GrandmasterJ

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      Suit up squad, it's time to go fight human grunts that this map calls zombies. This map is a horde map taking place in a burned out urban block, supposedly there are points to capture but I didn't see any. SCMapDB page Author: cyberdaemon Date of release: 2005 Maps in package: 1 Map review of Zombie Squad (originally posted on SCMapDB) by GrandmasterJ | July 17, 2023 | 3342 characters      Fight a never-ending horde or human grunts in a really well made destroyed dense urban section. Did I say human grunts? I meant zombies, but all the zombies have guns and I think the included models have to overwrite the default human grunt models and I didn't do that so most of the enemies I fought were default HECU soldiers. So this map did not feel like a zombie map in the slightest.      My teammate and I spawn in different areas, I start in a closet and walk out to find batteries. I exchange gunfire through a window and pick up a crossbow and satchel charges crawling into a hol

Cemetery - Dunkelschwamm

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       Here is another horde map, this one taking place in the eponymous cemetery with the stated goal of grinding experience for XP mod. The map certainly does feel like a grind. SCMapDB page Author: GForce Date of release: 2010 Maps in package: 1 Map review of Cemetery (originally posted on SCMapDB) by dunkelschwamm | July 1, 2023 | 1507 characters      Cemetary is a charming little map of a spooky cemetery wherein infinite zombies spawn, which players may shotgun to their hearts' content. There's a house you can enter (which you spawn in), a church you can enter, and a house you cannot enter which tells you the credits (shoutouts to GForce). There's a really fun upper area of the cemetery with a bridge that connects them, which breaks up the field.      It's a fairly short map, but it's got enough fun details to really complete the atmosphere of a spooky cemetery. Just enough. I like the touches like a shovel in a mound of dirt, and the statues, or the revolver y

Cemetery - GrandmasterJ

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      Here is another horde map, this one taking place in the eponymous cemetery with the stated goal of grinding experience for XP mod. The map certainly does feel like a grind. SCMapDB page Author: GForce Date of release: 2010 Maps in package: 1 Map review of Cemetery (originally posted on SCMapDB) by GrandmasterJ | July 1, 2023 | 2011 characters      This map is meant to farm experience for XP mod if the map description is accurate. I guess for that it works well. The map is a big cemetery full of infinitely spawning zombies. We get shotguns and lots of ammo and we start with full armor so in the rare instance we do get hit we take almost no damage.      The map looks pretty good, but it does have some chunky and blocky parts. It also uses a lot of models that looks pretty good, but totally give away that they are models in both lighting and look. At one point my teammate pointed out a shovel in a blocky chunk of dirt, it was a well done shovel but I could tell it was brushwork beca

Buro - Dunkelschwamm

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    Buro is a prologue to a map series that was never made, which is a shame because it is a beautiful map. The map is very nicely designed bank filled with assassins that ends when players enter the vault. SCMapDB page Author: Alex546 Date of release: 2010 Maps in package: 1 Map review of Buro (originally posted on SCMapDB) by dunkelschwamm | June 15, 2023 | 2488 characters      Buro is an action map which takes place in a bank being attacked by special operatives. The players counterattack, intercepting the blackops assassins. Players spawn with random loadouts of useful boilerplate weapons- revolvers or deagles, shotguns or mp5s or m16s or uzis. It adds an annoying bit of spice that makes every spawn awkward.      The map is very form over function. Each room is certainly evocative of a real life location that blackops massns and fassns have been dropped into. Rooms and hallways are often awkward for accommodating multiple players, and progression is mostly linear. There&

Buro - GrandmasterJ

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      Buro is a prologue to a map series that was never made, which is a shame because it is a beautiful map. The map is very nicely designed bank filled with assassins that ends when players enter the vault. SCMapDB page Author: Alex546 Date of release: 2010 Maps in package: 1 Map review of Buro (originally posted on SCMapDB) by GrandmasterJ | June 15, 2023 | 4747 characters      When my teammate and I first started this map up we both took one look at it and agreed it was beautiful. Then my teammate said "time to give it a bad review!" and I wished upon a star that he was wrong. I haven't decided on a number score yet, but I will say that the map had a lot of good with a little bit of bad.      After a lengthy and cinematic cutscene my teammate and I are dumped outside a bank. He reads the message of the day which informs us of our mission but I don't bother and instead start poking around spawn. One thing that only became apparent when we started fighting i

Bunker Fight - Dunkelschwamm

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      A walkthrough map that is mostly hallways through various rooms. Enemies spawn in big wads right in front of players and we have to chip away at them with revolvers. SCMapDB page Author: Trempler Date of release: 2003 Maps in package: 1 Map review of Bunker Fight (originally posted on SCMapDB) by dunkelschwamm | June 12, 2023 | 4164 characters      Bunker Fight is a walkthrough action map with one principle: player vs buff npcs in corridor. I wouldn't say the monsters in this map are overpowered to a gross degree (especially with other maps I've played) but I would certainly call them buff. Maybe even "buff AF".      First of all, this map looks pretty nice. You move through corridors painted as various environments, and I didn't really track the narrative of it as we moved, but it catches the usual Black Mesa bunkery affair with some fun lighting at times. The lighting is an issue at other times, but I'll get to that. The environment does cha

Bunker Fight - GrandmasterJ

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    A walkthrough map that is mostly hallways through various rooms. Enemies spawn in big wads right in front of players and we have to chip away at them with revolvers. SCMapDB page Author: Trempler Date of release: 2003 Maps in package: 1 Map review of Bunker Fight (originally posted on SCMapDB) by GrandmasterJ | June 12, 2023 | 3983 characters      This is one of those maps where outside the first door is a swarm of enemies. It is a fairly straightforward walkthrough map with lots of enemies with a lot of health. There are some HEV chargers with lots of charge but later in the map there are snipers that kill us in one hit no matter how much armor we have.      We start off by falling through the level in what I think is a pretty cool effect, at least until I started taking fall damage. The spawn area has two health and HEV charger pairs and both have lots of charge to give. My teammate and I had our armor drained very fast and we were able to suckle at the chargers for most

Breakfree 3 - Dunkelschwamm

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    Breaking the tradition of the previous two entries, number three ditches the elevator and goes for a straight up platforming map. Visit beautiful Wing Fortress from Sonic 2 and confront Eggman inside. SCMapDB page Author:Beather Date of release: 2007 Maps in package: 1 Map review of Breakfree 3 (originally posted on SCMapDB) by dunkelschwamm | April 30, 2023 | 3066 characters      Breakfree is the third and, afaik, final chapter of the Breakfrees by Beather. You wouldn't think so without the map name, as aside from the Sonic reference there isn't much connecting it to the previous maps and their elevator gimmick. This is probably for the best, as it means this is the most playable of the breakfrees years later.      If you've played Wing Fortress Zone, the penultimate zone of Sonic the Hedgehog 2 for Sega Genesis/Mastersystem, you know what much of this will be. High winds blowing you around, fans that you hover above, bottomless pits, rotating platforms abov

Breakfree 3 - GrandmasterJ

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      Breaking the tradition of the previous two entries, number three ditches the elevator and goes for a straight up platforming map. Visit beautiful Wing Fortress from Sonic 2 and confront Eggman inside. SCMapDB page Author:Beather Date of release: 2007 Maps in package: 1 Map review of Breakfree 3 (originally posted on SCMapDB) by GrandmasterJ | April 30, 2023 | 3430 characters      Breakfree 3 is the third and final map in the series, this time instead of going up an elevator shaft like the first two we get to platform over a big airship. My teammate told me the level is based on Wing Fortress and then showed me a video of the level and I can agree that this is indeed a recreation of a Sonic 2 level.      We start in a room with a minute long timer before the map starts. There are things that look like buttons here but these are lies and do nothing. When the minute is up we get teleported onto a plane, well my teammate made it onto the plane and I appeared in mid-air next t

Breakfree 2 - Dunkelschwamm

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      The sequel to Breakfree is more of the same. We don't have to go back down the elevator and there is now a boss fight! Unfortunately the biggest obstacle is still the elevator mechanic itself. SCMapDB page Author: Beather Date of release: 2004 Maps in package: 1 Map review of Breakfree 2 (originally posted on SCMapDB) by dunkelschwamm | April 29, 2023 | 2270 characters      Breakfree 2 is the sequel to Breakfree. Visually, it is a huge upgrade with liberal use of Sonic 2 textures and an Eggman model for the scientist to match the Sonic 2 music. The music is the exact same.      This time around the map is split into two parts: the annoying elevator part, and the annoying boss part. The annoying elevator part is somehow more annoying than the previous map, offering large brushes that shoot from out of unpredictable places in the wall at a faster speed than players can dodge. There are also similar grinders and rotating brushes that the elevator passes over and obscu

Breakfree 2 - GrandmasterJ

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      The sequel to Breakfree is more of the same. We don't have to go back down the elevator and there is now a boss fight! Unfortunately the biggest obstacle is still the elevator mechanic itself. SCMapDB page Author: Beather Date of release: 2004 Maps in package: 1 Map review of Breakfree 2 (originally posted on SCMapDB) by GrandmasterJ | April 29, 2023 | 3293 characters      I'm getting something of a crisis of conscience with the Breakfree series. I just played Break Go, which was inspired by this series, and gave it a higher score than the original based solely on how much I exploded on the elevator. Elevators in Sven Co-op are very dangerous and throughout this map we were constantly exploding for no reason.      So I'm going to try to judge this map without taking into account how many times I was randomly killed by the floor. We start off and the map is fullbright, just like the first one. We hit a button that is hard to discern against the background that

Echoes - Dunkelschwamm

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      The original Half-Life: Echoes mod was released in 2018, and one year later the Sven Co-op conversion came out. It's a more modern conversion of a more modern mod. It's got striking visuals and great sequences and the converter did a great job making it ready for cooperative play. SCMapDB page Original map author: James Coburn Conversion author: kmkz Date of original mod release: 2018 Date of final Sven Map release: 2019 Maps in package: 15 Map review of Echoes (originally posted on SCMapDB)  by dunkelschwamm | April 21, 2023 | 5248 characters      Half Life Echoes is a mod for Half-Life which is ported here to Sven. Having just played through it, I think this whole 14-map extravaganza can be broken down into the following: set-pieces, environmental art, gameplay, and story.      The set-pieces of Half Life Echoes are mostly pretty good. There's long-form puzzles, like a giant grinder that needs multiple explosives shoved into it, or leading enemies into one

Echoes - GrandmasterJ

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      The original Half-Life: Echoes mod was released in 2018, and one year later the Sven Co-op conversion came out. It's a more modern conversion of a more modern mod. It's got striking visuals and great sequences and the converter did a great job making it ready for cooperative play. SCMapDB page Original map author: James Coburn Conversion author: kmkz Date of original mod release: 2018 Date of final Sven Map release: 2019 Maps in package: 15 Map review of Echoes (originally posted on SCMapDB)  by GrandmasterJ | April 21, 2023 | 4696 characters      Buckle up for a long cinematic adventure, we have a highly praised Half-Life mod converted for Sven Co-op and it has been lovingly ported. This mod has some great production and we start off strong with a cutscene and voiceover that all players can see! Cutscenes often leave players out but that doesn't happen here and that indicates the quality level of pretty much the whole map series.      I can see right in the fir