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Ayakashi Banquet - Dunkelschwamm

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      Ayakashi is the collective name for Yokai (the Japanese term for supernatural beings) that appear over bodies of water. There isn't any water in this map but there are plenty of Yokai with custom models to shoot with fancy new gun models. SCMapDB page Author: nekomata, GAMESABA Date of final release: 2007 Maps in package: 1 Map review of Ayakashi Banquet (originally posted on SCMapDB) by dunkelschwamm | September 4, 2022 | 3662 characters      Ayakashi Banquet is a megamonster style map for Sven Co-op with lots of (I'm presuming comical) cutscenes inbetween. I cannot judge the cutscenes as I do not speak Japanese, the language they are written in, but I can speak to the gameplay and presentation.      I'm going to talk about presentation first. The map's a real mixed bag: it has some really fun enemy models and weapon models. There are zombies with the skeleton model from They Hunger, there's an anime chick assassin boss, and cat houndeyes. There's even a

Ayakashi Banquet - GrandmasterJ

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      Ayakashi is the collective name for Yokai (the Japanese term for supernatural beings) that appear over bodies of water. There isn't any water in this map but there are plenty of Yokai with custom models to shoot with fancy new gun models. SCMapDB page Author: nekomata, GAMESABA Date of final release: 2007 Maps in package: 1 Map review of Ayakashi Banquet (originally posted on SCMapDB) by GrandmasterJ | September 4, 2022 | 4037 characters      The screenshot for this map is a giant skeleton guy and I was pretty excited to take down a big skeleton guy with dual machine guns. Unfortunately that is all this map is, fighting enemies with lots of health with cool weapon reskins.      The map is very one note, the walls are stretched out hedges with large arenas separated by big ramps with torii looming over them. At spawn there are two pickup trucks holding a bunch of weapons and there are well structures in each of the three arenas that heal players and provide ammo. The arenas ge

Resident Evil: Directors Cut - Dunkelschwamm

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       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

Resident Evil: Directors Cut - GrandmasterJ

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      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 GrandmasterJ | September 3, 2022 | 3173 characters      The second map available in the series of Resident Evil maps made by the author, James Smith. it is unclear if this series has anything to do with the other Resident Evil maps made by a different author but it is definitely an improvement over the first one. It still leans heavily on the long and twisty hallway element though.      The map still only loosely resembles the layout of any Resident Evil game but it looks much better. The main hall treats players to some nice looking windows with rain effects behind them, it set the mood ri

Resident Evil: The Aftermath - Dunkelschwamm

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       There are a lot of Resident Evil maps for Sven Co-op and they mostly follow the same formula of exploring a mansion. The 'Aftermath' part of the title implies this map is a sequel but it is unclear what the previous map could be. SCMapDB page Author: James Smith Date of final release: 2005 Maps in package: 1 Map review of Resident Evil: The Aftermath (originally posted on SCMapDB) by dunkelschwamm | September 1, 2022 | 3777 characters      Resident Evil: The Aftermath is an attempt at a Resident Evil map that barely replicates the broad strokes of what one might think Resident Evil is from vague memories of having played up to the the first zombie in the first Resident Evil, not figuring out what to do, turning the game off, and then later seeing art of Nemesis and looked up some Resident Evil art and thought it was cool. I know that's oddly specific, but it just really gives me that impression.      The spawn area requires players choose a class. The classes are kni

Resident Evil: The Aftermath - GrandmasterJ

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      There are a lot of Resident Evil maps for Sven Co-op and they mostly follow the same formula of exploring a mansion. The 'Aftermath' part of the title implies this map is a sequel but it is unclear what the previous map could be. SCMapDB page Author: James Smith Date of final release: 2005 Maps in package: 1 Map review of Resident Evil: The Aftermath (originally posted on SCMapDB) by GrandmasterJ | September 1, 2022 | 5740 characters      I've been playing the first Resident Evil lately so my teammate and I decided to try out a Resident Evil map. He remembers the Resident Evil maps being pretty bad and I only remember vague impressions of them. So I thought I would start with the one with the lowest STARS rating.      The map starts off in a red chamber with a locked door and a hole high up in the wall. I think this is supposed to force at least two players to play but with the climbing mechanic that was added into Sven Co-op later you don't need two players to ge

Robo's Disco - Dunkelschwamm

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       The map description describes most of what happens in this map, I don't know what to say. In the screenshots there is a picture of the car moving and the green windshield staying behind, floating in mid-air. SCMapDB page Author: Robootto Date of final release: 2004 Maps in package: 1 Map review of Robo's Disco (originally posted on SCMapDB) by dunkelschwamm | August 21, 2022 | 2568 characters      Robo's Disco is a map where a funny little dark ride car runs on rails toward a door which opens when players enter a trigger area in front of it and then Jurassic Park music plays as you see a colorful disco floor and a big screen which says "Roboottos Disco" in a cursive font. The music ends abruptly and the door closes before the little car retreats back to its starting position, phasing through the closed door along the way.      The map is decorated with an almost cathedral-like appearance, though features cartoonish red, blue, and green lights that- while li

Robo's Disco - GrandmasterJ

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      The map description describes most of what happens in this map, I don't know what to say. In the screenshots there is a picture of the car moving and the green windshield staying behind, floating in mid-air. SCMapDB page Author: Robootto Date of final release: 2004 Maps in package: 1 Map review of Robo's Disco (originally posted on SCMapDB) by GrandmasterJ | August 21, 2022 | 2626 characters      There is a big car on some rails. I'm pretty sure the car is set to go forward only when somebody jumps off it, although my teammate swears there is a button angled weird around the front of the car. At the end of the rail there is a door, players can walk up and open the door themselves, but this will play the Jurassic Park music mentioned and ruin the whole moment like my teammate did. The song will not play again so I have to restart the map and run my teammate over (push him along harmlessly) to get the whole experience. Doors open, music blares, I glide over the disco fl

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

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

The Community Map Project - Dunkelschwamm

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      Featuring 15 authors, 7 years of development (or 12 depending on how you define 'development time'), and 7 individual maps, The Community Map Project is a beast of a map set. Somewhat unrelated, but this post taught me that Blogger has limits to how many labels a post can have, a max of 20, when I was tagging this post I was forced to leave out 'series' and 'Black Mesa'. SCMapDB page Authors: al_peggio, Amckern, Aurora, BMT, Dan200, eMTeG, Fortune2, Hezus, Koelzk, Morgan, Nih, PD-KC, Penguin, The_6th_monkey, The-Real-Game (Due to the number of authors and the page tag limit of 20, not all authors are tagged) Date of final release: 2009, updated version 2015 Maps in package: 7 Map review of The Community Map Project (originally posted on SCMapDB) by dunkelschwamm | August 14, 2022 | 11013 characters      The Community Map Project is a series of maps for Sven Co-op. They play as a mostly walkthrough set which features lots of action, some interesting set pi

The Community Map Project - GrandmasterJ

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    Featuring 15 authors, 7 years of development (or 12 depending on how you define 'development time'), and 7 individual maps, The Community Map Project is a beast of a map set. Somewhat unrelated, but this post taught me that Blogger has limits to how many labels a post can have, a max of 20, when I was tagging this post I was forced to leave out 'series' and 'Black Mesa'. SCMapDB page Authors: al_peggio, Amckern, Aurora, BMT, Dan200, eMTeG, Fortune2, Hezus, Koelzk, Morgan, Nih, PD-KC, Penguin, The_6th_monkey, The-Real-Game (Due to the number of authors and the page tag limit of 20, not all authors are tagged) Date of final release: 2009, updated version 2015 Maps in package: 7 Map review of The Community Map Project (originally posted on SCMapDB) by GrandmasterJ | August 14, 2022 | 6073 characters      This is an interesting map pack and presents somewhat of a problem to review. It's got about 15 authors and according to the map description it did not ha

Rave Disco - Dunkelschwamm

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      When a rave and a disco combine the result is this map. There is no party, just some twisting paths, weird rooms, and caged boids. SCMapDB page Author: Robootto Date of final release: 2003 Maps in package: 1 Map review of Rave Disco (originally posted on SCMapDB) by dunkelschwamm | August 14, 2022 | 2099 characters      Rave-Disco is a robootto map. There's really no point, and there is no end, so if you want to put this on your server then prepare for it to jam a cork in your rotation.      I think the best way to put this is that Rave-Disco is a funhouse map. There's winding corridors, funky rooms full of wacky interactables, trick walls which players can walk right through, buttons which do nothing, crazy colorful lights, and nonsense progression. To Rave-Disco's credit, many stops are pulled with heavy use of boids, some crazy combat segments, and heavy armaments given to actually provide some fun to the map.      Less to Rave-Disco's credit is the atmosphere.

Rave Disco - GrandmasterJ

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      When a rave and a disco combine the result is this map. There is no party, just some twisting paths, weird rooms, and caged boids. SCMapDB page Author: Robootto Date of final release: 2003 Maps in package: 1 Map review of Rave Disco (originally posted on SCMapDB) by GrandmasterJ | August 14, 2022 | 2925 characters      This map is a confusing jumble of hallways and rooms. The map features nonsensical layouts, textures never meant to be walls used as walls, and secrets.      There are two spawn areas, one is situated in what I would call the beginning, and the other I would not. We spawned in the first area mostly, but then my teammate spawned in the second area and was very confused, so be aware of that. Spawn is what I assume to be a disco, with players trapped in glass cages on the dance floor. Blast out of the cage and head up past the weird red pole room and we enter a long hallway. About halfway down the hallway I noticed some light was coming through the wall, so I crowbarr