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Showing posts with the label defense

Castle Defence - Dunkelschwamm

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       Defend a castle! This is one of those times where the map name absolute describes exactly what is happening here. Defend a nuke for a set amount of time, which is apparently broken so just go until enemies stop appearing. SCMapDB page Author: generic Date of release: 2010 Maps in package: 1 Map review of Castle Defence (originally posted on SCMapDB) by dunkelschwamm | July 10, 2023 | 3488 characters      Castle Defense is a hoard map with a veritable multitool of a player defense area. The "castle" is a rather large fortress fit with gates, retractable turrets, mounted guns, SAMs, multiple armories, a barracks, and a goddamned nuke. That last thing is what you'll be spending the map defending against waves and waves and waves of HECU.      The enemies assaulting the player come in your standard HECU flavors, but come in large numbers wielding RPGs. There's also a heavy helping of heavy weapons grunts, and some supporting apaches. Of particular note is an osprey

Castle Defence - GrandmasterJ

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      Defend a castle! This is one of those times where the map name absolute describes exactly what is happening here. Defend a nuke for a set amount of time, which is apparently broken so just go until enemies stop appearing. SCMapDB page Author: generic Date of release: 2010 Maps in package: 1 Map review of Castle Defence (originally posted on SCMapDB) by GrandmasterJ | July 10, 2023 | 4115 characters      This defense map could have been really good, but it appears that it currently doesn't have a game end and just continues forever, there may also be map events that do not trigger. It's unfortunate because I think this map does defense really well and I would like to see it working.      So we start in a big tower and we are informed the power is out, now I didn't really know this at the time, but the main power is our basic stuff like doors and turrets and the auxiliary power is our advanced stuff like reinforcements. I found the main power and turned what I thought w

Between a Rock and a Hard Place Remake - Dunkelschwamm

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      A remake of the map by the same name, there are only slight differences between this map and the original. We must defend against waves of enemies both in and out of our base and protect the random dumb scientists who flood the area periodically. SCMapDB page Author: GiGaBiTe Date of release: 2016 Maps in package: 1 Map review of Between a Rock and a Hard Place Remake (originally posted on SCMapDB) by dunkelschwamm | April 1, 2023 | 2965 characters      Between a Rock and A Hard Place is a pretty good two defense maps for Sven Co-op. This remake is, in our playthrough, almost the same map. However, it did differ in some ways.      There was a turret with a secret button to activate. We never did find that secret button. This feature went entirely overlooked.      There was apparently better flow to the upper hallways and better traffic management in the stairways. I didn't notice this in-game, but believe it. I remember getting caught up on that stuff more in the

Between a Rock and a Hard Place Remake - GrandmasterJ

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      A remake of the map by the same name, there are only slight differences between this map and the original. We must defend against waves of enemies both in and out of our base and protect the random dumb scientists who flood the area periodically. SCMapDB page Author: GiGaBiTe Date of release: 2016 Maps in package: 1 Map review of Between a Rock and a Hard Place Remake (originally posted on SCMapDB) by GrandmasterJ | April 1, 2023 | 3678 characters      So this map is a remake, and it's really close to being the exact same map as before. Check out the review of the original if you want, here's a quick recap. The level is divided into two sides by a chasm and players have to defend one side, enemies usually come across the bridge but there is also a narrow tram line across. Players fight both aliens and humans coming out from doors across the way, and even a couple inside our base, until a helicopter arrives and we leave. Periodically a scientist will come and we ha

Between a Rock and a Hard Place - Dunkelschwamm

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      The map is split into a base and across a chasm is a road where aliens come from. Defend what I assume is the rock from the aliens coming from what I assume is a place that lacks softness. SCMapDB page Author: Elvis Date of release: 2004 Maps in package: 2 Map review of Between a Rock and a Hard Place (originally posted on SCMapDB) by dunkelschwamm | March 27, 2023 | 4677 characters      Between a Rock and a Hard Place is two maps for Sven Co-op that, for all I can tell, are identical. There's the normal version and the large version. I can't tell if the normal version is large or if the large version is actually quite normal in size. Either way, we played both and didn't find any difference.      The rub is simple: the players occupy a 2-story base set into the wall of a cave. Said base sits across a chasm from multiple enemy spawn points. That's an almost deceptive description, as enemies spawn plenty from over the bridge as well. And inside of the p

Between a Rock and a Hard Place - GrandmasterJ

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      The map is split into a base and across a chasm is a road where aliens come from. Defend what I assume is the rock from the aliens coming from what I assume is a place that lacks softness. SCMapDB page Author: Elvis Date of release: 2004 Maps in package: 2 Map review of Between a Rock and a Hard Place (originally posted on SCMapDB) by GrandmasterJ | March 27, 2023 | 4688 characters      Here we have a defense map across a chasm with a bridge. Players have to defend something or other against waves of enemies, both alien and human, and there are some scientists. There are two versions of the map, normal and large, we played both once through, winning on the large one and failing on the normal one.      The first thing that happens is I spawn upstairs and start poking around, my teammate spawns downstairs where the action happens and starts exploring that direction. Two things that I didn't find out despite looking around and hitting the windows is that there is a sho

BB Rock Shelter - Dunkelschwamm

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      This mission has two separate maps, the first one players must take and defend an area. The second map is more of a typical walkthrough map where players clear hallways and reach an objective to end the map. SCMapDB page Author: Buschbaum Date of final release: 2022 Maps in package: 2 Map review of BB Rock Shelter (originally posted on SCMapDB) by dunkelschwamm | December 10, 2022 | 3660 characters      BB Rock Shelter is a (as of yet) two-part map series for Sven Co-op. The first follows an attack-defend playstyle, while the second is a walkthrough map. Both employ a vanilla sensibility in large, sprawling natural environments with heavy use of sloped terrain. Players are given many assault weapons (assault rifles, shotgun, SAW, explosives), but virtually no accurate long-range weaponry, making the maps very action-first.      The first map involves storming a hill bunker full of grunts. The area leading up to the bunker is mostly a big open desert pathway, but there are rock

BB Rock Shelter - GrandmasterJ

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      This mission has two separate maps, the first one players must take and defend an area. The second map is more of a typical walkthrough map where players clear hallways and reach an objective to end the map. SCMapDB page Author: Buschbaum Date of final release: 2022 Maps in package: 2 Map review of BB Rock Shelter (originally posted on SCMapDB) by GrandmasterJ | December 10, 2022 | 6775 characters      This series is broken up into two, maybe eventually three, maps. The first map is an attack and defend style of map, we rush a well fortified position and take it, then we defend that position from waves of enemies. The second map is a very mazey tunnel and vent heavy underground complex shootout. I much prefer the second map over the first and the overall length of the series compared to how much of it I enjoyed doesn't make a very appealing ratio.      The first map starts with us in a sort of well stocked supply room. I say kind of well stocked because there was a ton of amm

Baohu - Dunkelschwamm

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      A front-doorless fort with a scientist glued to the center, a courtyard, and a button that spawns waves of enemies, the goal is to protect the scientist. Except enemies don't target the scientist so it is hard to lose this map. SCMapDB page Author: Ice Box Date of final release: 2011 Maps in package: 1 Map review of Baohu (originally posted on SCMapDB) by GrandmasterJ | September 18, 2022 | 3108 characters      Baohu is a wave defense map which really requires a large number of players to make feasible. The point of the map is to protect a scientist from an onslaught of progressively more impossible waves of bullet-spongey enemies. However, the scientist himself has a ton of health and is never explicitly targeted by the enemies. Rather, the main obstacle of this map will be enemies breaching the base where the players spawn and spawncamp the players. I played this with one other player, and we got as far as a wave of bulky snipers who would unload several sniper shots into o

Baohu - GrandmasterJ

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      A front-doorless fort with a scientist glued to the center, a courtyard, and a button that spawns waves of enemies, the goal is to protect the scientist. Except enemies don't target the scientist so it is hard to lose this map. SCMapDB page Author: Ice Box Date of final release: 2011 Maps in package: 1 Map review of Baohu (originally posted on SCMapDB) by GrandmasterJ | September 18, 2022 | 3108 characters      The map is simple, players start in a small fort and outside the front gate is a big field where enemies spawn in waves. There is a scientist in the middle of the fort stuck in place, if he dies then the game is lost. Now I thought this map was going to suck because it was going to be hard keeping the scientist alive, this is not the case. The scientist has 15000 health and can be healed, takes no damage from players, and enemies don't target him. We were careful about him at first but near the end we would bury him under satchel charges and blow him up.      The f

Attack Wave - Dunkelschwamm

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       There are two waves that attack player spawn, one is 100 human soldiers and the other is 100 aliens. Players are given great cover and are lavished with supplies, making the combat fairly trivial. SCMapDB page Author: Cannibal Date of final release: 2002 Maps in package: 1 Map review of Attack Wave (originally posted on SCMapDB) by dunkelschwamm | August 21, 2022 | 3174 characters      Attack-Wave is a base defense map which is decently well made, full of many fun secrets, has a memorable layout, and is pretty boring much of the time.      100 respawning grunts attack the base, and then 100 aliens. Players must kill them all!      I think where Attack-Wave is at its strongest is where it hides fun weaponry and tactics for the players to use against the attackers. There's underground tunnels which take players behind the enemy spawnpoint, a tower which overlooks their spawnpoint, an extra house to hide in, a Barney spawner, a handful of particularly useful weapons in the base

Attack Wave - GrandmasterJ

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      There are two waves that attack player spawn, one is 100 human soldiers and the other is 100 aliens. Players are given great cover and are lavished with supplies, making the combat fairly trivial. SCMapDB page Author: Cannibal Date of final release: 2002 Maps in package: 1 Map review of Attack Wave (originally posted on SCMapDB) by GrandmasterJ | August 21, 2022 | 3387 characters      This is a very straightforward map, there is a well supplied spawn building, and enemies attack it in two patterns. The first wave of attack is 100 marines and the second is a load of alien grunts, alien controllers, vortigaunts, and gargantuas.      The map has a couple areas of interest, the spawn area is a two story building with a roof, the roof has a crossbow, floor two has a health station, HEV station, two windows with shutters, one window with a pretty good mounted gun, a storage room with some underbarrel grenades and some other ammo, and another storage room with more ammo. The bottom floo

Juren - Dunkelschwamm

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       This map is based off the very popular anime Attack on Titan. The Chinese name for the anime is Jinji de Juren, which is where the name of the map comes from. SCMapDB page Author: Dr.Abc Date of final release: 2014 Maps in package: 1 Map review of Juren (originally posted on SCMapDB) by dunkelschwamm | July 10, 2022 | 3511 characters      Juren is a defense map styled after the hit Japanese animanga Attack on Titan! I have never seen/read the inspiration for this map, so I'll move forward with my review just assuming this is a perfect representation of the source material.      So, much like in the hit japanimanga Attack on Titan, people defend the village wall from hideous naked freaks of all sizes who lumber around like drunken toddlers waiting to be immediately rendered to goo by a well-placed wack on the back on the neck with a metal rod. The defender swing this rod while swinging themselves using a complicated system of pulleys (a barnacle) which sails straight through

Juren - GrandmasterJ

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      This map is based off the very popular anime Attack on Titan. The Chinese name for the anime is Jinji de Juren, which is where the name of the map comes from. SCMapDB page Author: Dr.Abc Date of final release: 2014 Maps in package: 1 Map review of Juren (originally posted on SCMapDB) by GrandmasterJ | July 10, 2022 | 3203 characters      This map is a great attempt at making Attack on Titan into a Sven Co-op experience, but unfortunately I just don't think this is the engine for killing titans like they do in the anime, chiefly rappelling around like spiderman with big swords slicing them up. Players are given the barnacles to do this but the hitbox just never seems to land for me. I think I have gotten a headshot or two with the barnacle and that will insta-gib the titans but really the whole mechanic is finicky at best, it never looks like the barnacle tongue hits them and it often goes right through a massive head and drags me through the titan to the wall behind it. I do

Attack & Defend - Dunkelschwamm

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       The map works exactly as described, first players must attack and then players must defend. The secret to attacking is finding the small black boxes with red lights on them and destroying them. The secret to defending is to hold on to your butts! SCMapDB page Author: NIPPER Date of final release: 2004 Maps in package: 1 Map review of Attack & Defend (originally posted on SCMapDB) by dunkelschwamm | May 8, 2022 | 3902 characters      Attack & Defend is a classic Sven Co-op map, going on almost 18 years old as of writing this. It was made by Nipper, an absolutely prolific mapper known for high quality, high quantity output.      This map is simple: you attack, and then you defend. Players start in a safe spawn cave with two exits into the battle. Players progress by destroying multiple red-light boxes on the fences which block progression. When each box is destroyed, the fence falls allowing forward movement. All the while, players must content with strategically entrenche

Attack & Defend - GrandmasterJ

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      The map works exactly as described, first players must attack and then players must defend. The secret to attacking is finding the small black boxes with red lights on them and destroying them. The secret to defending is to hold on to your butts! SCMapDB page Author: NIPPER Date of final release: 2004 Maps in package: 1 Map review of Attack & Defend (originally posted on SCMapDB) by GrandmasterJ | May 8, 2022 | 4941 characters      I love Attack Defend. I used to play it a lot back in the day and when I got a say in what the next map would be I would say this one. The map is frenetic action through and through. It completely embodies what I remember as the best part of old school Sven Co-op, crazy chaotic action with a bunch of people.      The map starts off with players attacking a fortified hill. There is a trench at the top with two bunkers in the hill below, charging the trench at the top requires running past these bunkers which fill up endlessly with soldiers. There is

Alien Defense - Dunkelschwamm

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       Alien Defense is a simple arena with infinitely spawning aliens. Players start out in a fort with some friendly soldiers and the aliens continuously run in. SCMapDB page Author: Wildcat Date of final release: 2003 Maps in package: 1 Map review of Alien Defense (originally posted on SCMapDB) by dunkelschwamm | March 6, 2022 | 1591 characters      Alien Defense is a map wherein players team up with respawning grunts in a moderately sized fortress to hold back respawning shock troopers, alien controllers, and pit drones. There is a healthy selection of weapons so players can choose how they want to endlessly battle their foes.      The mapping is serviceable, boilerplate. It doesn't really evoke a real location as much as the impression of an understandable location: a fortress in some sort of desert valley at night. It's easy to understand that much.      Overall, there's very little to say about it. The map is fine, and the encounter seems balanced enough that we coul

Alien Defense - GrandmasterJ

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      Alien Defense is a simple arena with infinitely spawning aliens. Players start out in a fort with some friendly soldiers and the aliens continuously run in. SCMapDB page Author: Wildcat Date of final release: 2003 Maps in package: 1 Map review of Alien Defense (originally posted on SCMapDB) by GrandmasterJ | March 6, 2022 | 2485 characters      Alien defense is really just an arena with infinitely respawning alien enemies. There are friendly human grunts here to help out, although they died a lot and did little more than be effective distractions.      The map layout is simple, players spawn next to some shelves that hold some weapons and ammo. Around a corner is a small courtyard in which aliens are coming through. There is a wall here with an arch where the aliens are coming through. Up a ladder onto the wall allows access to a room with plenty of HEV and explosives. From here the map is on easy mode, stay on the wall and rain down explosive death on these poor aliens. I gibbed

Baron of Snipe - Dunkelschwamm

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       This map is a fortress facing another fortress with infinitely spawning snipers. The player fortress has crossbows and sniper rifles along with plenty of ammo for both. There is no end to the map, just snipe the snipers. SCMapDB page Author: tweak Date of final release: 2007 Maps in package: 1 Map review of Baron Of Snipe (originally posted on SCMapDB) by dunkelschwamm | February 19, 2022 | 2718 characters      The concept here is simple: place the players in a fortified position and equip them with sniper rifles and crossbows to pick off advancing waves of assassins and the snipers at the opposite building. While advancing a bit is possible, it's inadvisable as any upward movement will quickly place a player right on top of respawning enemy territory without any viable close-quarters options. Still, advancing can be a bit fun to see how far in you can move with friends covering you with sniper support from the safety of spawn.      There isn't a whole lot more to say ab

Baron of Snipe - GrandmasterJ

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      This map is a fortress facing another fortress with infinitely spawning snipers. The player fortress has crossbows and sniper rifles along with plenty of ammo for both. There is no end to the map, just snipe the snipers. SCMapDB page Author: tweak Date of final release: 2007 Maps in package: 1 Map review of Baron Of Snipe (originally posted on SCMapDB) by GrandmasterJ | February 19, 2022 | 2388 characters      Baron of Snipe is a very simple sniping horde map. Players start in a fortress and on the other side of the map is a building with plenty of windows that is just oozing snipers. There is a large dump of sniper rifles, crossbows, and plenty of ammo for both. Players start with pistols and medkits but there is nothing else in the map, no pistol ammo, no health, no HEV.      My biggest complaint would probably be that male assassins routinely run forward, open the door to the player base, and waltz right in. I think we need to constantly snipe them to prevent that from happeni