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Black Mesa EPF - Dunkelschwamm

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    Whenever a map comes to a close and transitions to the next map we have a good chance of that next map being Black Mesa EPF. It's a well made if not boilerplate Black Mesa adventure easily accessible to all players. I don't know what EPF stands for. SCMapDB page Author: Mutant Date of release: 2011 Maps in package: 1 Map review of Black Mesa EPF (originally posted on SCMapDB) by dunkelschwamm | March 19, 2023 | 5067 characters      Black Mesa EPF is one of the maps that comes with Sven Co-op. It's a very competently made Black Mesa corridor hub action-walkthrough map with a mission system. What does it do that other Black Mesa maps don't? Does it stand out enough to be a default map?      Well, the aforementioned mission system is a sign of where I think this map excels. Even when progress isn't clear, progress is clear enough to find fast. The mission texts and some cutaway scenes help convey what needs to be done next. The hub structure of the m

Black Mesa EPF - GrandmasterJ

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      Whenever a map comes to a close and transitions to the next map we have a good chance of that next map being Black Mesa EPF. It's a well made if not boilerplate Black Mesa adventure easily accessible to all players. I don't know what EPF stands for. SCMapDB page Author: Mutant Date of release: 2011 Maps in package: 1 Map review of Black Mesa EPF (originally posted on SCMapDB) by GrandmasterJ | March 19, 2023 | 4060 characters      Here we have a classic, and official, Sven Co-op map where we teleport to Black Mesa and then escape. We fight plenty of aliens, mostly the ones from Opposing Force like pit drones and shock troopers.      Players spawn in on teleport pads and then cross a bridge to a supply room. Weapons and ammo are on big shelves and we have to crouch in them to suck up all the good stuff. Then we go downstairs and fight some stuff. Across the hall is a room that has a security office with an HEV station and a sniper rifle. The map opens up aroun

Blitzwar - Dunkelschwamm

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    Blitzwar is a map originally made for Counter-Strike and reworked to include round based combat. It's fairly small and there are only five rounds that only last for 90 seconds each, but the enemies are deadly and it can be challenging. SCMapDB page Original map author: Elber Conversion author:Enuze Date of original map release: 2010 Date of final Sven Map release: 2011 Maps in package: 1 Map review of Blitzwar (originally posted on SCMapDB) by dunkelschwamm | March 11, 2023 | 4095 characters      CS-Blitzwar is a round-for-round action map wherein players must exterminate an opposing team of soldiers within 90 second rounds. The map has two start points, and it is randomized each play which will host the players and which will host the enemies.      The enemies are mostly Barnabuses, Soldiers, Blackops, and Otises. However, there are also Agent Smiths who seem to dart around a bit more erratically, and special "Cheater" minibosses who appear. The minibosses

Blitzwar - GrandmasterJ

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      Blitzwar is a map originally made for Counter-Strike and reworked to include round based combat. It's fairly small and there are only five rounds that only last for 90 seconds each, but the enemies are deadly and it can be challenging. SCMapDB page Original map author: Elber Conversion author:Enuze Date of original map release: 2010 Date of final Sven Map release: 2011 Maps in package: 1 Map review of Blitzwar (originally posted on SCMapDB) by GrandmasterJ | March 11, 2023 | 3692 characters      Lots of maps get converted to work in Sven Co-op, this one is a counter-strike map converted to work with round based gameplay. The map description stops there and was so vague we didn't really know what we were getting into.      The map works by spawning a handful of enemies and telling players to clean them out in 90 seconds or less. The map uses a more realistic weapon damage model where bullets hurt! It is very easy to get sniped from across the map and enemies will ap

Psyko - Dunkelschwamm

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      Welcome to the wonderful world of colors. There are ten doorways to ten different color coded puzzle/fights and one final boss room. This map has outstanding visuals. SCMapDB page Author: Lemonsoda Date of final release: 2010 Maps in package: 1 Map review of Psyko (originally posted on SCMapDB)  by dunkelschwamm | November 20, 2022 | 4504 characters      Psyko is a psychedelic map for Sven Co-op. It is a contest-winning Sven Co-op 5 official map. Is all this prestige deserved? Let's talk about it!      First off, the gameflow is like this: you begin in a square hub area. On each wall is two doors, as well as two hatches on the floor. These doors open to worlds themed after their corresponding color, and after facing some trials you collect the door's symbol. Collecting the symbol unlocks the next door until every symbol is unlocked and the players proceed to the final arena and win the map.      Combat happens in segmented chambers, often involving wave spawners to wai

Psyko - GrandmasterJ

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      Welcome to the wonderful world of colors. There are ten doorways to ten different color coded puzzle/fights and one final boss room. This map has outstanding visuals. SCMapDB page Author: Lemonsoda Date of final release: 2010 Maps in package: 1 Map review of Psyko (originally posted on SCMapDB) by GrandmasterJ | November 20, 2022 | 3917 characters      Psyko is a colorful map with ten separate areas with a color theme (green for slime, pink for pigs, light blue for clouds, dark blue for water, etc.) and a final boss battle against the color master. The visuals are striking and really make the themes pop. From start to finish the map is an absolute charm to play and although there is a lot of combat that gets repetitive at times there are also fun puzzles to solve so the gameplay is not one note.      The map is pretty simply designed, players spawn in a room with two doors on each wall and two trap doors in the floor. One door will randomly unlock and players will then clear that

Automap - Dunkelschwamm

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      Play a Sven Co-op map while it is being generated! This is a strange marriage of Roguelike and Co-op FPS that is really cool to experience, but unfortunately has been abandoned. SCMapDB page Author: w00tguy123 Date of final release: 2011 Maps in package: 1 Map review of Automap (originally posted on SCMapDB) by dunkelschwamm | August 21, 2022 | 3763 characters      Automap is an abandoned map project for Sven Co-op that I think was really novel and almost works. Unfortunately, it doesn't. So, if you're looking for a recommendation, I recommend only trying this map out with friends if you're looking to run multiple iterations on the map before you get something nearly playable. But, when it does work, it's really quite neat.      The generator places players in a starting room and generates a map out of various possible pieces. When it works, it creates these funny tunnels full of a hodge podge of enemies that you're given a random strange loadout that you need

Automap - GrandmasterJ

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    Play a Sven Co-op map while it is being generated! This is a strange marriage of Roguelike and Co-op FPS  that is really cool to experience, but unfortunately has been abandoned. SCMapDB page Author: w00tguy123 Date of final release: 2011 Maps in package: 1 Map review of Automap (originally posted on SCMapDB) by GrandmasterJ | August 21, 2022 | 3132 characters      What an amazing concept, Automap turns Sven Co-op into a roguelike. Every part of this is really interesting and executed really well. Maybe not perfectly, in fact, my teammate and I only got one run in before the map totally broke and we couldn't play it anymore. But when it sort of worked that first and only time we had a lot of fun.      So to reiterate the map description, player start off in a room and then have to go through a randomly chosen hallway layout with random enemies and a random weapon loadout. After going upwards of 50 meters (which is five hallways if I remember correctly) a boss chamber with a bos

Auspices - Dunkelschwamm

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      Auspice (ôspÉ™s), noun, a divine or prophetic token. This is an officially released map for Sven Co-op 3.0 taking place somewhere in Black Mesa with good variety of combat, puzzles, and exploration. Author: Seraph Date of final release: 2003 Maps in package: 1 Map review of Auspices (originally posted on SCMapDB) by dunkelschwamm | August 18, 2022 | 5266 characters      Auspices is a map that I always dread playing but everybody else seems excited to play. I never protest, because I can never remember why I dread playing Auspices. I usually don't remember much of this map at all.      I was excited, this time, to explore why that may be, as I played to review this map. I think I've figured some things out along the way. Let's cover basics.      First of all, Auspices is not necessarily a map anybody should dread- it's full of fun ideas, a great arsenal, some really action-packed combat, very well brushed and textured, and has some great checkpoints. Before I delve

Auspices - GrandmasterJ

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    Auspice (ôspÉ™s), noun, a divine or prophetic token.  This is an officially released map for Sven Co-op 3.0 taking place somewhere in Black Mesa with good variety of combat, puzzles, and exploration. Author: Seraph Date of final release: 2003 Maps in package: 1 Map review of Auspices (originally posted on SCMapDB) by GrandmasterJ | August 18, 2022 | 5249 characters      This is yet another Black Mesa map. At this point I'm kind of over Black Mesa themed maps, but the difference with this one is that it is done extremely well and offers pretty good variety.      The map starts players off outside at night, in a military themed area with bunkers, tanks, snipers, and soldiers. The map goes through some Black Mesa themed areas pretty quick, starting with the military exterior, moving to a lab complex of tight hallways, gonomes, alien grunts, and shock troopers, ending in a big fight in a wide open room with soldiers storming in from above. It moves on to some pipes and vents (this m

Zombietown - Dunkelschwamm

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       Zombietown is a zombie survival map with a LOT of scripting done. Players can go to a shop and buy weapons, play one of three fun and unique minigames, or fight zombies in the town. SCMapDB page Author: Sence Date of final release: 2016 Maps in package: 1 Map review of Zombietown (originally posted on SCMapDB) by dunkelschwamm | February 27, 2022 | 5181 characters      Zombietown is an utterly charming zombie horde survival map which pits the players against nights full of zombies and days full of shopping and minigames. The crux of the map is in the points system: the Sven Co-op points, applied as Sven Co-op points normally are, are used in shopping for guns. If you die during normal zombie waves, you can also gamble points in a spooky booth, but if there's multiple people who died in the zombie wave you have to take turns using the spooky gambling booth. You use the points to shop for guns to kill the zombies to make more points to gamble the points to make more points to

Zombietown - GrandmasterJ

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      Zombietown is a zombie survival map with a LOT of scripting done. Players can go to a shop and buy weapons, play one of three fun and unique minigames, or fight zombies in the town. SCMapDB page Author: Sence Date of final release: 2016 Maps in package: 1 Map review of Zombietown (originally posted on SCMapDB) by GrandmasterJ | February 27, 2022 | 6448 characters      Zombie maps are a dime a dozen, I didn't have high hopes for this map. The first wave started and these bloody naked men started running at me and all I had was a wrench. I died and respawned in a waiting room. I was annoyed. But as the map went on and I played the amazing minigames I began to love it.      Players begin in a set up room, each person presses a sequence of three buttons that ultimately kills them and respawns them in the main arena. Once there the first wave begins.      The game is round based, there is a vote every round whether or not to go to the shop. If no, there is a chance for a minigame

Zombie Nights - Dunkelschwamm

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       Zombie Nights is a very ambitious project. It's a large open area with some buildings scattered around, a janky day and night system, supply drops supplied via parachute, an inventory system, and a never ending zombie swarm. The objective is to last three consecutive days. SCMapDB page Author: The-Middleman Date of final release: 2014 Maps in package: 1 Map review of Zombie Nights (originally posted on SCMapDB) by dunkelschwamm | January 29, 2022 | 3746 characters      Zombie Nights is a Zombie Survival map chock full of unique gimmicks and production value. Unfortunately, in the end it feels like it's possibly less than the sum of its parts.      The goal of Zombie Nights is to survive 3 nights (36 minutes) without dying as zombies infinitely swarm the map, resources are only obtained through scarce drops, and a hunger and thirst system prevent players from becoming too stationery. Additionally, since the first player to survive 3 nights in row wins the map, there is a

Zombie Nights - GrandmasterJ

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      Zombie Nights is a very ambitious project. It's a large open area with some buildings scattered around, a janky day and night system, supply drops supplied via parachute, an inventory system, and a never ending zombie swarm. The objective is to last three consecutive days. SCMapDB page Author: The-Middleman Date of final release: 2014 Maps in package: 1 Map review of Zombie Nights (originally posted on SCMapDB) by GrandmasterJ | January 29, 2022 | 6639 characters      This map looked really interesting to me. It's an open world full of zombie that players have to survive in and it has pvp. This is a pretty unique thing to attempt in Sven Co-op. I kind of don't know how to start this review, there are so many things to talk about.      Right off the bat the map description page has a bunch of stuff about the map being abandoned, unfinished, and generally not in a state where it is actually playable. I would agree with that assessment. In fact, I think the three day lim

Haunted - Dunkelschwamm

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      Haunted is an interesting concept. The players fight ghosts (normal enemies made transparent and glowy) but it takes place in some mountain facility instead of a location that is more traditionally known for ghosts, like a house or a castle. SCMapDB page Author: Fourth Letter Date of final release: 2003 Maps in package: 2 Map review of Haunted (originally posted on SCMapDB) by dunkelschwamm | December 5, 2021 | 1362 characters      Haunted was a fun map, simply put. It's a walkthrough map full of enemies to shoot, some of which have an additive effect applied to them to make them appear ghostly (mostly makes them easier to to shoot in the dark).      The environments are brushed out and lit in a very fun way which makes each room very memorable and easy to navigate.      There were some fun little puzzles, one which I particularly liked involved advancing through a corridor full of trigger lasers for turrets as gonomes come bounding in from the opposite end.      The final bi

Haunted - GrandmasterJ

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    Haunted is an interesting concept. The players fight ghosts (normal enemies made transparent and glowy) but it takes place in some mountain facility instead of a location that is more traditionally known for ghosts, like a house or a castle. SCMapDB page Author: Fourth Letter Date of final release: 2003 Maps in package: 2 Map review of Haunted (originally posted on SCMapDB) by GrandmasterJ | December 5, 2021 | 2014 characters      I like this map a lot, but I am so irritated at the player spawn being swarmed by gonomes right off the bat. You respawn with a crowbar in hand so you ahve to change to a shotgun while being tickled by gonomes and zombies. It's a huge pain and not a great start to an otherwise solid map.      There is one puzzle that isn't signposted very well. There is a button on an electrical box that starts a fire. The key here is to push the nearby explosive crate into it and that will destroy the grating on the door above. It took a while to figure that out.