Great mapseries overall, but what in the hell is that song in the schwarzenegger room in the first map?
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Sure thing man, idk why i never bothered do that in first place
probably cus 2jew
This is a really nice little map by Swedish Soldier, it's not huge but it's very nicely filled out with a satisfying mix of combat, exploration and a couple of small puzzles and skill tests. It's possible to complete it SP on XPM servers, but it's more fun if you are a small Coop team. 4 is about the limit though..
You find yourself dropped into a rocky ravine by Apache helecopter, and you are immediately pitted against Human and Alien forces alike, including the dreaded headshot-massn snipers, raging gonomes, a minigarg, Hgrunts and a tank (which can be reluctant to die, and sometimes gets its barrel jammed in the fencing) - all of which make for an interesting and rewarding game.
Everything works the way it should, except for the tank which is sometimes indestructible, and one really jarring and flow-breaking forced respawn into the middle of a room, having successfully destroyed the Alien portal.
I hope Swedish Soldier approves; I have taken the liberty of removing the forced respawn, and instead made the teleporter reverse direction so that you can return from the final battle by the same means you arrived. I made no other changes, except to add 50 AP to the cfg file.
This is a nicely designed and executed map, try it out! If you get stuck after the tank, follow the 'Additional Info' link to the forum page - the answer awaits..
The Mask Reveals Disgusting Face
This is the most cheesy horror title I have ever seen.
Hello. My name is Eddy, and I'm a developer of a free horror game called The Mask Reveals Disgusting Face. Here's a link to the game:
I'm here because one of my friends told me that the level design and dialog text of Windowlicker is almost identical to The Mask Reveals Disgusting Face, even down to small details. Here's some screenshots to prove it:
To be honest, I actually don't mind this map being a TMRDF remake, and I love how you remade the original locations on GoldSrc engine.
Still, I'm gonna ask you to do the following:
1.Add credit to The Mask Reveals Disgusting Face and Zykov Eddy (developer) on this page and text file, if the map has one.
2.Add a warning on the start of the map that it's based on indie horror game The Mask Reveals Disgusting Face by Zykov Eddy
That way everyone will be happy.
I remember playing this map a while ago, and everything worked properly at the end - you saw the 'spaceship' leaving, and all the monsters that spawned beneath it in the outdoor arena..
Now the map seems to be terminally broken - I can fix the teleports, but now the spaceship won't even materialise - since it's a brush entity, something is very badly wrong. Other basic map entities are failing in the same area so I think, sadly, it's RIP map.. Without the ending, there's not a lot of point in playing it anymore. :(
Nicely designed and built, this compact little map is both tough (in places) and fun to play - great for 2 or 3, gets a bit cramped for any more.
There's a few tough spots, but if you use your eyes and keep your wits about you, there's ways around them, for example - in the little room before the arena of much-spawning, there's many frags and a convenient hole in the roof…
The final push needs 2, or a lot of luck/skill/explosives!
Definitely worth a go, and has replay value also.
It is now, yes.. For some totally unknown reason, the spawn points are all set to be disabled at map start - spawnflags 2, go figure! xD
Because the spawn points are way up in the air, I have a feeling he meant spawnflags 4 which is rappell/abseil spawn, i.e. arrive on a rope.
will be ready when the 2nd part of halloween keen because step 2013
…is HUUUUGEEEE! Seriously, 33MB of map + gumph, of which 13MB is wad… plus none of the wavs in folder 'will' are even used! Try d/l that at 8kB/s..
There's a couple of res errors, the two wads aren't included (client crashing omission) the bsp, res and cfgs and all the gfx are included (and shouldn't be) plus the entry:
Errors aside, and apart from being a bit dark, it's a pretty fun little horde defence map! Various custom monsters from other maps have ganged up to attack your little stronghold, and you must fight desperately to save it from being over-run.
Then 'Mr. X' turns up, with his insta-kill attack and 9999HP to urinate all over your fireworks…
Ah well, it was fun up until then anyway!
Nice little map, shame about the filesize.
That's great news! Between yourself and DGF, this looks like it's going to be a classic! Cannot wait..
podrian decirme como se descarga?
The following files are called by the map, but are missing from the specified folder:
Since these are ambient sounds, their omission will spoil the intended feel of the map.
sprites/Tele1.spr (teleport start sprite, so if it's missing you don't know the portal is active)
sprites/zbeam1.spr (beam missing, will spoil intended effect)
The map is well built, everything works in it, it looks very pretty and is fairly complex in its layout and construction
It's a hugely annoying maze / object hunt, and that's all. Ok there is some combat from infinite respawners (and some finite spawning boss monsters) but the bulk of the map comprises of:
"Here is some random thing that you found. Something has happened somewhere in the map. Trawl the entire thing again, pixel by pixel, until you find it.."
and obscure 'clues', e.g.
"You found Pirate Pete's left-handed wizzle-picker. Now talk to the Fairy lettuce-eater and find the silver breeze amongst the ferns.."
that sort of thing - yeah, good luck with that. So you need infinite patience, and the will to believe that nipper isn't pointing and laughing at you from within some admin room at the summit, which is how the whole map feels.
- If you can't get started, run along the shorefront at the harbour spawn (North entrance?) until you get to the fence - look carefully on the sand by the fence, there is a small white note to be used. This is a common model/theme, watch out for it continuously.
Also, right next to that same entrance is a square of differently shaded sand.. maybe if you find something to dig with first?
Also the monster HPs are pretty ridiculous (for the larger ones) until you defeat the wizard and steal his giant lolly (oh - it's meant to be a wand or something? lol, k then..) and then you can dish out huge hornet damage and even up the odds.
Whenever you are stuck, backtracking is the best bet - holes open where none were before, in the side walls of tunnels, on huge rocks where they have no business appearing - that sort of thing.
Last hint - the bloody Captain's key is in some LONG GRASS below a ledge that you get fired off of - many zombies amble about there; don't be distracted by them.
Note - If the palm trees on the beach are huge and horizontal, then whoever installed the map did a piss-poor job - those are of the wrong palmtree.mdl; the map's ones work properly.
Please change file *.wav to *.ogg
Sound files must be 22 040 Hz, 8bit and mono
Making Custom Sounds
a decent map but it relies on the honor system and moving the pieces around is a bit awkward. but for a test map and proof of concept it is good.
4 out of 5 stars.
It's more a hard-work map than it is a fun one - simply because of the relentless, almost instant respawning of ALL enemies, usually within one second of killing the last one and almost always before you have had a chance to reload. Even with XPM and 2P, it's still a hard grind, with the map's default weaponry.
The brushwork is fine, or at least perfectly fit for purpose, and everything works properly (there's a long delay on a door which is very annoying) so that's definitely a plus.
For me, it's too much slogging to be enjoyable, however with some rebalancing of weapons and ammo it can actually become quite fun for a small team.
Generally a good effort! Would like to see the next one..
lol - the solution is simple enough, just don't do that!
I've played it many times; I've never felt the urge to jam the cube into a barney spawn.. just follow the game texts, it works perfectly.
If the server you were playing on has the outdated metamod plugin (the non-P version) then certain monsters won't spawn, including Tor, Kingpin, Stukabats and some others I forget.
Try playing it on a local listenserver. If your locally hosted game doesn't spawn Tor, update/reinstall it.
The map works fine..
Supply cupboard Otis comes in one of 3 random variants:
1) Friendly (secret possible)
2) Unfriendly (secret impossible)
3) None (secret impossible)
So there is an element of chance, 1 in 3. If you get into the entities, you can make a button to trigger a friendly Otis easily enough.
He has limited health, and I think he can't be revived once dead - so if you want to do the secret, clear the whole map first - especially the top floor, above the turbolifts. (Hint!)