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2017 test walkthrough


2017 walkthrough


escape official official-screlease scary size:large survival svencoop5 work-in-progress zombies


2005 2006 boss horde rcbot size:small


2017 co-oprequired difficulty:medium featured size:medium walkthrough


2003 2004 escape needs-dl non-linear walkthrough


2011 difficulty:easy fun puzzle secrets size:medium

hl 2011-08-15 04-56-24-61.jpg

2016 final scary walkthrough


2013 barnacle crowbar fun gauss penis size:small


2017 difficulty:hard size:medium survival walkthrough


2005 horde secrets walkthrough


2017 conversion difficulty:easy escape needs-info walkthrough

Welcome to the Sven Co-op Map Database, a wiki for Sven Co-op maps!

Add Map - Make a page for a map, add files, screenshots, videos, etc.
Add Mapper - Make a page for a mapper listing their maps and info.

Thanks to your help, SCMapDB is currently home to:






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Anyone can help expand and improve this resource. Find out how.



2017 co-oprequired custommodels difficulty:medium featured fun horror music scary secrets sounds survival zombies


2017 featured losable official official-screlease survival svencoop5


2017 co-oprequired difficulty:medium featured size:small walkthrough


2014 boms class-based co-oprequired ctf featured losable official official-screlease pvp svencoop5

Randomly selected from the list of featured maps. To feature a map, simply tag it with featured.

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escape official official-screlease scary size:large survival svencoop5 work-in-progress zombies


total-conversion walkthrough war work-in-progress


2017 conversion difficulty:easy escape needs-info walkthrough


2012 2016 fun

For more, check out the current top 50 maps.

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Ratman_84Ratman_84 24 Nov 2017 06:10
in discussion / Map Comments » Evilmansion

Not exactly what I was expecting, but still enjoyable. I liked the classical music (Hall of The Mountain King) and all the Zdislaw Beksinski artwork.

by Ratman_84Ratman_84, 24 Nov 2017 06:10

Some old .txt files were used when MOTD hadn't been added. Other mappers use them for credits. The various readme files should be kept, but renamed MAPNAME_readme.txt and moved to the maps/ directory. I'd rather not have them deleted, especially if they contain any credits or license bits.

Re: Repacking everything by SC-DynamiteSC-Dynamite, 23 Nov 2017 18:24

I'm seeing _motd files in my SC 1.9 archive, in addition to readmes. Some readmes look like an _motd, while others are talking about how to install it or how long it took to compile. These probably need to be handled specially for each map.

Including installation instructions isn't a bad idea, but it might be cleaner to show that information somewhere on the site (maybe in the downloads section). If the map package format ever needs to change again (I remember there being talk about this for when the workshop is done), then we would have to re-upload 1000+ zips with new instructions.

The other extra content probably needs to be handled differently per map, too. Unused assets that are borrowed from other maps could just be deleted, but .rmfs and unique assets not seen anywhere else would be nice to have.

BTW, is it ok to post the script publicly here? It eats a lot of bandwidth when it runs for the first time (1083 page hits & 1055 downloads, totaling about 8.7 GB). Idk if that's a problem for this kind of site.

Re: Repacking everything by w00tguy123w00tguy123, 23 Nov 2017 18:13

Crazy Walker does have a gmr file, but it isn't actually used in the map. The cfg is trying to load "../../maps/crazywalkerb5.gmr" when the path should be "../../maps/crazywalker_beta.gmr".

This is something we should fix, but the script isn't going to guess how to fix mapper errors like that. That's a good example of why repacks with deleted/missing files shouldn't be uploaded without special attention.

These maps should be safe to upload without any adjustments. Nothing is deleted or missing from those.

Re: Repacking everything by w00tguy123w00tguy123, 23 Nov 2017 17:42

Animalized: For a gmr/gsr file to be used it has to be referenced in the worldspawn entity or in the map CFG. W00tguy's script checks for this.

Re: Repacking everything by SC-DynamiteSC-Dynamite, 23 Nov 2017 16:35

Not sure why you would put gsr/gmr contents into an extra archive, example:
The models belong to the map just like the other files. I mean they are not unused files, they are used. I think if you want to seperate out unused models and sounds then you should at least compare if the model replacement is used. When a gmr reads "bsquid.mdl" "asdf.mdl" it could be tested if bsquid.mdl is used in the .bsp, if yes add asdf.mdl to the main archive, if not put it into extras. 🤔

Re: Repacking everything by animaliZedanimaliZed, 23 Nov 2017 13:19

Wow. This is seriously awesome. I'm still wondering how you got this all running and connected so well.

We are definitely in pursuit of the "perfect archive" for all maps. Back when we first started, a lot of attention was put on hand-building the .res files and getting the .zip files correct. Too many mappers released badly packaged maps, and existing download sites did not bother to repack them correctly. Like you, I even remember adding the .cfg, _motd.txt, and .res files to the .res file (incorrectly) thinking it would help players who wanted to host the maps they downloaded. That level of manual attention to detail is a challenge with over 1,000 maps and constant changes/addition. An automated tool like this will be a incredibly useful in achieving consistent, working archives, as well as ongoing oversight to identify issues.

SC-DynamiteSC-Dynamite and I have been re-uploading maps for some time now to repackage them into the Steam SC format (no more svencoop parent folder included in .zip). I think we will probably want to start incorporating your tool as soon as possible once we have a chance to look it over a little more. From what I see, the results look reliable.

I think the "perfect archive" definition seems to be in the right direction.

For mapname.txt files, most of these look similar to a MOTD. Do we know if old versions of SC didn't use the _motd.txt suffix and that's what they were? If there is no MOTD and the content seems suitable, I think it makes sense to change the filename. If it has any valuable info regarding map story/objectives, these should be noted in the description on DB page. Any additional info (readme type stuff) can go in the Additional info section. Usually not a direct copy/paste though, as we often need to flesh out the description if the file's is bad or too short.

Readmes often have obsolete installation instructions from ages ago that will confuse people who download. Part of me thinks we should keep the readmes since that is what the author intended, however we wouldn't want anything included that will cause confusion. There are some naming conflicts to consider (multiple named "readme.txt" in the root folder). I wonder if we would want to auto-include a standard readme for all maps with valid installation steps.

Other extras: I hesitate to say delete, since these could come in handy to other mappers. Looks like a lot of these are insignificant things, like a few odd sounds or models that aren't used in the map. Not sure it would be adding much value to have a separate file just for something minor, or causing much harm to leave in the .zip (but not in the .res). For huge extra content, splitting off an extras file with an appropriate description would be more neat. Might need to do this on a case by case basis. Unused .wads could even be uploaded to

Really good stuff. I'm excited to see how we use this.

Re: Repacking everything by cold_blood3dcold_blood3d, 23 Nov 2017 05:47

A while back I wanted to make the next "Big One" map pack (frowned upon, I know). While doing that I discovered almost every map here is packed incorrectly (or at least, inconsistently). So, I wrote a script to repack each map using the output from resguy.

The results are here (updated every hour unless I'm testing stuff):

You can see a list of file conflicts here:

The script doesn't fix mapper mistakes (for example, if a mapper included a .gmr file but forgot to add it to their cfg). Most repacks have an "Extras" archive that contains files which were removed for some reason (hover over the highlighted files to see why). Most changes are uncontroversial, but any repacks with missing or deleted files should get special attention.

I've gone through each individual result to check if they look correct, but I haven't actually tested very many. I mostly just skimmed through the huge packs like AOM, AOM, AOM, and Poke646. Maps that use AngelScript are very likely to have incorrect repacks.

I'm posting here to:

  • Get feedback on these repacks / check for errors.
  • Try to define what a "Perfect Archive" should be
  • Ask if it's ok to start uploading hundreds of new archives

This is what I'm calling a Perfect Archive:

  • Zip file format. If it's over the file limit (200MB) then 7-Zip or Rar should be used.
    • File permissions set to 644/RW (no read-only files).
  • Only files that are required to run the map are included.
    • One exception: mapname_readme.txt
  • Res files should only include what is required for an individual map.
  • No extra parent folders (e.g. "svencoop_addon"). The files should be ready to extract to any content folder.

About the extra files:

  1. What should be done about mapname.txt files?
    • Add their content to the DB page?
    • Convert to mapname_MOTD.txt?
    • Include them in the repack?
  2. What should be done about the other extra files? Some maps have 100+ MBs of extras! Often times these are unused assets, source files, hotfixes, or readmes.
    • Delete them?
    • Upload separately?
    • Add to an "extras" folder in the repack?
Repacking everything by w00tguy123w00tguy123, 23 Nov 2017 03:25
agrs700agrs700 23 Nov 2017 00:28
in discussion / Map Comments » Red Fang

Mira macho dejad de trolear los mapas del richard

by agrs700agrs700, 23 Nov 2017 00:28
More like this!
NeyamiNeyami 21 Nov 2017 05:32
in discussion / Map Comments » Frostfire

As a long-time World of Warcraft player I enjoy boss fights :D

More like this! by NeyamiNeyami, 21 Nov 2017 05:32
SC-DynamiteSC-Dynamite 20 Nov 2017 17:44
in discussion / Map Comments » Just a Test

Test maps shouldn't be uploaded to SCMapDB. There is rarely any gameplay to them.

by SC-DynamiteSC-Dynamite, 20 Nov 2017 17:44
cold_blood3dcold_blood3d 20 Nov 2017 13:50
in discussion / Map Comments » The Big One Sc V2

Thanks guys for helping get these all added to the site!

by cold_blood3dcold_blood3d, 20 Nov 2017 13:50

Thanks. Only the final file remains now.

animaliZedanimaliZed 19 Nov 2017 16:27
in discussion / Map Comments » Night

Pretty meh walkthrough map

by animaliZedanimaliZed, 19 Nov 2017 16:27
SC-DynamiteSC-Dynamite 19 Nov 2017 13:20
in discussion / Map Comments » Eisen's Dark Souls Spawn Test

This "map" has 0 gameplay.

by SC-DynamiteSC-Dynamite, 19 Nov 2017 13:20

Check out the commet below (

If those are borken too replace all occurences of m_pPlayer with m_hPlayer.

Unfortunately doesn't work.
Spams tons of error messages " 'm_pPlayer' is not a member of 'CBasePlayerWeapon'" for each weapon *.as file, in game's console.

Scripts need to be updated by Scr34mikScr34mik, 18 Nov 2017 19:23
func_doorfunc_door 18 Nov 2017 10:02
in discussion / Map Comments » Horsecock 7

only on twightlightzone :D

Hey you! , Yes you! Have a good day <3

by func_doorfunc_door, 18 Nov 2017 10:02
NeyamiNeyami 18 Nov 2017 03:36
in discussion / Map Comments » Horsecock 7

#1 on the list of maps voted for in RTV, and also #1 on the list of maps that people RTV the quickest. 😂

by NeyamiNeyami, 18 Nov 2017 03:36
w00tguy123w00tguy123 18 Nov 2017 02:31
in discussion / Map Comments » The Big One Sc V2

The last of the maps listed here have just been uploaded.

by w00tguy123w00tguy123, 18 Nov 2017 02:31
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