Posts

Showing posts with the label walkthrough

Quake for Sven Co-op - Dunkelschwamm

Image
       You may already know that Sven Co-op is a Half-Life mod which was made on a modified Quake engine. So Quake is already in Half-Life's digital DNA. This is a port of Quake into Sven Co-op and it fits like a glove. SCMapDB page Author: fgsfdsfgs Date of release: 2020 Maps in package: 12 Map review of Quake for Sven Co-op (originally posted on SCMapDB) by dunkelschwamm | June 14, 2026 | 3099 characters      Quake for Sven Co-op is what it says on the tin: the first episode of Quake, and a handful of deathmatch maps, for Sven Co-op. There are new scripted enemies, scripted weapons, scripted pick-ups, and all authentic maps and textures and sounds. The enemies have fancy new skeleton-based animations, but otherwise near identical to how they behave in Quake.      What can I even say? It's Quake. It's balls-to-the-wall action with incredible dark fantasy atmosphere and punchy weapons. It has a chunkiness that Half-Life tried very hard t...

Quake for Sven Co-op - GrandmasterJ

Image
      You may already know that Sven Co-op is a Half-Life mod which was made on a modified Quake engine. So Quake is already in Half-Life's digital DNA. This is a port of Quake into Sven Co-op and it fits like a glove. SCMapDB page Author: fgsfdsfgs Date of release: 2020 Maps in package: 12 Map review of Quake for Sven Co-op (originally posted on SCMapDB) by GrandmasterJ | June 14, 2026 | 3653 characters      This is a straight port of Quake right into Sven Co-op. It makes sense, goldsrc is just a modified Quake engine and a lot of the file formats Half-Life and Quake use are shared. The real beauty of this conversion is the enemies and weapons, which feel just like the original quake.      We start off our experience in the starting room of Quake, a room with three corridors with our options, exit Quake, start campaign, or start the deathmatch. Going down the exit Quake hallway will changelevel to the singleplayer campaign portal which the o...

Why - Dunkelschwamm

Image
     Fresh from the Best of Map Showcase list it's a map that was considered top notch 24 years ago. A Black Mesa flavored walkthrough map, does it stand up to modern scrutiny? SCMapDB page Author: The-Real-Game Date of release: 2002 Maps in package: 1 Map review of Why (originally posted on SCMapDB) by dunkelschwamm | May 30, 2026 | 2843 characters      Why?      After beating the map, I still don't know.      Why is a lab-in-ruins walkthrough map where the clear reason that the lab is in ruins is that it is lousy with military both terrestrial and extra. There are occasional traversal puzzles, but most of the map is comprised of combat.      The combat isn't always firing on all cylinders, but when it is it's really good! My favorite part of the map was a bit toward the middle where we were traversing corridors full of robot grunts while supplied with way too many throwable explosives. There are some places whe...

Why - GrandmasterJ

Image
    Fresh from the Best of Map Showcase list it's a map that was considered top notch 24 years ago. A Black Mesa flavored walkthrough map, does it stand up to modern scrutiny? SCMapDB page Author: The-Real-Game Date of release: 2002 Maps in package: 1 Map review of Why (originally posted on SCMapDB) by GrandmasterJ | May 30, 2026 | 2622 characters      Playing old BOMS maps is so funny, it's 24 years later and there are almost multiple thousands of maps to play. It's an interesting glimpse into what the mapping scene was like way at the very beginning.      The map is mostly stock textures and models in a facility of some sort that may or may not be Black Mesa. The map is competently done for the most part with some areas looking rough or weird. The kitchen was especially bad because the proportions for the counters and dishes were way off. In the oversized counter were big pieces of meat rotating in a rotisserie and it looks really good, it's an ...

Werd0z - Dunkelschwamm

Image
     Any map author has to start somewhere, and this is it. The author's first map certainly feels like a first map. SCMapDB page Author: Werd0z Date of release: 2006 Maps in package: 1 Map review of Werd0z (originally posted on SCMapDB) by dunkelschwamm | May 30, 2026 | 3457 characters      I tried to host this map first and my game crashed. My buddy hosted it after me and his game froze and almost crashed before it launched. This was almost a bug report in the comments instead of a review. Be warned: the map may be unstable.      Weird0z is a walkthrough map that doesn't give a damn. It's an obvious first map from its terribly scaled HEV chargers to its z-fighting to strangely moving buttons and doors to the weird U-shaped swimming segment with underwater water planes. But, by the end, it feels like it has developed a sense of style out of its utter lack of good sense.      Now, to say there's a style isn't to say it looks go...

Werd0z - GrandmasterJ

Image
    Any map author has to start somewhere, and this is it. The author's first map certainly feels like a first map. SCMapDB page Author: Werd0z Date of release: 2006 Maps in package: 1 Map review of Werd0z (originally posted on SCMapDB) by GrandmasterJ | May 30, 2026 | 3510 characters      This is the author's first map and this person clearly did not know what they were doing. This map has everything like the walls in the first room not reaching the ceiling, bad proportions, misaligned textures, misaligned water, and plenty of z-fighting. It's a learning experience for the author and not really something I could ever recommend for casual play.      Despite all the shortcomings there are some nice things in the map. It had a nice progression of weapons from mp5 to shotgun, grenades, revolver, and finally the rpg, plus some HEV at spawn. Combat is largely sporatic enemies clustered together in rooms. There is one area where players are dumped out i...

Fire Temple - Dunkelschwamm

Image
       Welcome to a Fire Temple inspired by the Legend of Zelda. There's lots of platforming here along with a maze, traps, secrets, and sometimes monsters.  SCMapDB page Author: Dr.Abc Date of release: 2014 Maps in package: 1 Map review of Fire Temple (originally posted on SCMapDB) by dunkelschwamm | May 25, 2026 | 4663 characters      A masterclass in how small decisions can make a charming, creative map into a patience grinder.      The fire temple features a series of puzzles and progression which would seemingly help the player become empowered over time. Since the player starts with literally nothing and has to work their way up to the first crowbar, it reminds me of a beginner dungeon in Zelda like the Deku Tree more than a later temple in terms of escalation.      There are some clever puzzles, like a maze which requires you look out for barely-visible tripwire-like kill barriers. There's a fun bit where you p...

Fire Temple - GrandmasterJ

Image
      Welcome to a Fire Temple inspired by the Legend of Zelda. There's lots of platforming here along with a maze, traps, secrets, and sometimes monsters.  SCMapDB page Author: Dr.Abc Date of release: 2014 Maps in package: 1 Map review of Fire Temple (originally posted on SCMapDB) by GrandmasterJ | May 25, 2026 | 4365 characters      The first thing I notice about this map is that there is Zelda music and sound effects, so this is a Legend of Zelda map. It's obvious in hindsight, but I didn't know that going in. There are some signs that have text on them I might have seen in the Zelda games and some weapons have replaced textures on them to more like weapons from Legend of Zelda. There is also Thor's hammer at one point, I don't know what is going on there.      The map is one big unfolding puzzle. We've got lots of platforming over pits of lava, a maze with instant-kill walls, big eyes we have to make blink, buttons to press, and enem...

Halo - Dunkelschwamm

Image
       This map is supposed to be Halo, it says right in the map description: You are Master Chief, A Cyborg who recently escaped the planet Halo. Aside from the incredible story this map is indistinguishable from a Black Mesa map. SCMapDB page Author: Matt *e**rm**er Date of release: 2003 Maps in package: 1 Map review of Halo (originally posted on SCMapDB) by dunkelschwamm | May 24, 2026 | 3913 characters      This map is ridiculous. Halo is a linear walkthrough map where players fight through an amalgamation of Black Mesa vignettes in space while rescuing HECU, G-Man, and Scientist. Open a door into a hallway full of vorts and agrunts, only to open the next door into a hallway full of… vorts and agrunts!      There are three aspects of this map worth talking about: the action, the mapping itself, and its adherence to the Halo theme. The action itself is pretty bad in, I think, a very honestly mistaken fashion. It tries to ambush the pl...

Halo - GrandmasterJ

Image
      This map is supposed to be Halo, it says right in the map description:  You are Master Chief, A Cyborg who recently escaped the planet Halo. Aside from the incredible story this map is indistinguishable from a Black Mesa map. SCMapDB page Author: Matt *e**rm**er Date of release: 2003 Maps in package: 1 Map review of Halo (originally posted on SCMapDB) by GrandmasterJ | May 24, 2026 | 2483 characters      So this is supposed to be a Halo map. I guess it can kind of look like Halo if you squint at the first room which is a Half-Life office with a window into space. Then from the supposed cockpit we travel forward, in front of the cockpit into more ship. At one point there is a train track tunnel with barriers blocking our way. There is also a tent. I mean if somebody is working with limited resources to make a conversion like turning Half-Life into Halo I don't expect perfection but this is nonsense. The ship makes no sense, just random Half-L...

Sonic the Hedgehog 2 - Dunkelschwamm

Image
       Gotta go fast, again! Another set of six areas players have to clear before dealing with the evil Dr. Eggman. This was merged with the first map by the community but is being reviewed separately.  SCMapDB page Author: iLLuSioN Date of release: 2008 Maps in package: 1 Map review of Sonic the Hedgehog 2 (originally posted on SCMapDB) by dunkelschwamm | May 9, 2026 | 3207 characters      Sonic the Hedgehog 2 is a follow-up to Sonic the Hedgehog. We played it through the merged maps available here. Much like the first map, it is a platforming/puzzle map. This time, a fair bit easier than the first to beat each zone. To find each chaos emerald, however, it's quite a challenge.      First of all, this time the platforming is far less reliant on propulsion springs. There are far more straight forward platforming puzzles, like a frogger-like, navigating atop spinning barrels, avoiding obstacles atop a moving platform, etc. I think fo...

Sonic the Hedgehog 2 - GrandmasterJ

Image
      Gotta go fast, again! Another set of six areas players have to clear before dealing with the evil Dr. Eggman. This was merged with the first map by the community but is being reviewed separately.  SCMapDB page Author: iLLuSioN Date of release: 2008 Maps in package: 1 Map review of Sonic the Hedgehog 2 (originally posted on SCMapDB) by GrandmasterJ | May 9, 2026 | 2002 characters      This map is very similar to the first one, with a central hub and some Sonic themed courses accessed by jumping through pictures on the wall. Right off the bat a big difference I see is a lot more details added. The second level is a burning version of the first, its really cool.      This map is extremely similar to the first map, with lots of platforming and special gimmicks per level. The is music for each stage and that's a very welcome addition. I remember thinking the lack of music beyond one short song was strange in the first map. So while it m...

Sonic the Hedgehog - Dunkelschwamm

Image
       Gotta go fast! Play through six stages inspired by the blue blur and find secret emeralds to defeat Dr. Eggman. Followed by a sequel that was merged into one map by the community. SCMapDB page Author: iLLuSioN Date of release: 2008 Maps in package: 1 Map review of Sonic the Hedgehog (originally posted on SCMapDB) by dunkelschwamm | May 9, 2026 | 3213 characters      Sonic the Hedgehog is a platforming map where players race through 6 stages, a bonus stage, and a boss battle with tricky traps and secret emeralds.      Graphics are largely taken from old Sonic games to create the blockiest South Island I have ever seen. Despite the primitive geometry, there's a real charm to each environment that basks in the simplicity of a much older 3D title. The simple graphics sometimes help, sometimes hinder (as is the case with the bonus level).      The puzzles range from simple and fun to hair-tuggingly frustrating. Some are ...

Sonic the Hedgehog - GrandmasterJ

Image
      Gotta go fast! Play through six stages inspired by the blue blur and find secret emeralds to defeat Dr. Eggman. Followed by a sequel that was merged into one map by the community. SCMapDB page Author: iLLuSioN Date of release: 2008 Maps in package: 1 Map review of Sonic the Hedgehog (originally posted on SCMapDB) by GrandmasterJ | May 9, 2026 | 2602 characters      When the map starts my teammate and I are in a room with a button that when pressed starts the map. We're dropped into a hallway that accelerates us towards the classic big red springs which bounce us straight up into the ceiling where we bounce back into the acceleration hallway. When we free ourselves we end up in a room with a big water feature and beyond are the entrances to the six different challenges. These springs aren't always janky, but the majority of the map relies on precision jumping and these big springs.      The challenges open up one at a time and within eac...

Infiltration - Dunkelschwamm

Image
       Here's a novel concept, stealth in Sven Co-op. Players are supposed to reach the end of the map without being seen. There isn't really a penalty for being seen. SCMapDB page Author: IceShaft Date of release: 2002 Maps in package: 1 Map review of Infiltration (originally posted on SCMapDB) by dunkelschwamm | May 9, 2026 | 1923 characters      Infiltration is a confusing map. It describes itself as one where you need to get in without being seen, but you spawn in the line of grunts' vision from windows in a building you must break the glass of to get inside (except you don't, because the grunts will most certainly break it first). My buddy and I used the crossbow at spawn with its respawning ammo to take everyone out. From there, you go down a series of pitch-black hallways fighting grunts and assassins and encountering way over-scaled furniture. After a hall that curves with a window in its side, the map ends.      I don't understa...

Infiltration - GrandmasterJ

Image
      Here's a novel concept, stealth in Sven Co-op. Players are supposed to reach the end of the map without being seen. There isn't really a penalty for being seen. SCMapDB page Author: IceShaft Date of release: 2002 Maps in package: 1 Map review of Infiltration (originally posted on SCMapDB) by GrandmasterJ | May 9, 2026 | 1264 characters      The map description says that we have to try to sneak to the exit and not be seen. When the map started and the message of the day popped up I was getting shot. So I don't know how anybody can be reasonably expected to play this map the 'correct' way.      There is a crossbow at spawn and I use it to blow up some soldiers before running out of ammo and dying. Then I ran through what felt like a straightforward hallways connected to rooms with some enemies in them. The map is really blocky and has bad proportions. Although I will say I did like the desks clearly built for giants but not so much the st...

Hotel - Dunkelschwamm

Image
       Not to be confused with THE Hotel, this map is an unfinished project meant to be a Sven Co-op map and a Half-Life: Deathmatch map. The map page seems to suggest it is almost finished but who knows. SCMapDB page Author: DennisG50 Date of release: 2005 Maps in package: 2 Map review of Hotel (originally posted on SCMapDB) by dunkelschwamm | May 3, 2026 | 3182 characters      Hotel is a very surreal deathmatch map converted into a Sven Co-op map (if I am understanding correctly from the description) that apparently isn't quite finished as of 20 years and some change ago.      The players start in what I at first thought were jail cells with buttons to open the doors. one of the four rooms has a door that opens very slowly for some reason. The doors open into a hallway which terminates at both ends in doors which open into a large lobby area. The lobby area has a big front desk that reminds me of the snack counter at a movie theater, a...

Hotel - GrandmasterJ

Image
      Not to be confused with THE Hotel, this map is an unfinished project meant to be a Sven Co-op map and a Half-Life: Deathmatch map. The map page seems to suggest it is almost finished but who knows. SCMapDB page Author: DennisG50 Date of release: 2005 Maps in package: 2 Map review of Hotel (originally posted on SCMapDB) by GrandmasterJ | May 3, 2026 | 2651 characters      No part of this map reminds me of a hotel. There are individual rooms with a couch and table in each one, but the grey textures and industrial doors operated by buttons evokes the idea of a prison. There are two maps included here and one is a deathmatch version of the map, except deathmatch is not enabled so it is a cooperative exploration of an arena.      The map has this abstract fever dream layout. In the regular(?) version of the map players start off in cells, I mean hotel rooms, and each one has a weapon and some ammo and a couple even have HEV batteries. One of...

Horror 1 - Dunkelschwamm

Image
           The map page has a story written out for us, plus a promise to deliver more maps in the same story at a later time. But it's been over two decades and this is all we have, a very short map. SCMapDB page Author: [Barney]_Mouge Date of release: 2000 Maps in package: 1 Map review of Horror 1 (originally posted on SCMapDB) by dunkelschwamm | May 2, 2026 | 3143 characters      Horror 1 is a very short outdoor zombie-shootin' map with some very cute brushwork and textures. There's meant to be a foreboding horror theme, and frankly whole map is just adorable.      Here's the progression: You start by your car, walk through a tunnel with a few headcrabs in it, walk through wilderness where zombie ghosts (I presume- they have the additive draw mode) ambush. The players pass by what looks like a church (which I thought was a very fun visual, even if a bit blocky and janky in places), and a stack of boxes with a key hoveri...

Horror 1 - GrandmasterJ

Image
           The map page has a story written out for us, plus a promise to deliver more maps in the same story at a later time. But it's been over two decades and this is all we have, a very short map. SCMapDB page Author: [Barney]_Mouge Date of release: 2000 Maps in package: 1 Map review of Horror 1 (originally posted on SCMapDB) by GrandmasterJ | May 2, 2026 | 1670 characters      This is a very short and cute map, It's over 25 years old at the time of writing this. It's endearing in its presentation but there really just isn't a whole lot here.      Players start off at the bottom of a road so slanted I see no possible way any car can drive up it. We go through a hallway, take a few turns, pick up a key on a stack of boxes, and find a fork in the road near a cemetery. Going right take sus back to spawn, unlocking a shortcut with a fun explosive plunger. Going left leads to a locked gate we use the key to open and the map ends...