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2013 conversion difficulty:medium needs-info needs-pics size:medium walkthrough




2001 2008 creepsworld-top50 fun official official-screlease size:small svencoop4




2014 difficulty:medium fun short


2015 losable scary


needs-dl rating


2013 barnacle crowbar fun gauss needs-dl penis size:small

Kopie von zombie_nights0035.jpg

2013 abandoned difficulty:hard needs-pics non-linear size:large zombies


2013 abandoned

abandoned co-oprequired difficulty:hard horde losable music skills


abandoned deathmatch fun star-wars total-conversion

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

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2008 2012 boms featured fun puzzle scary secrets walkthrough

Kopie von descrcl0028.jpg

2013 featured size:large


2015 featured fun puzzle size:medium

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2014 boms secrets walkthrough


secrets walkthrough work-in-progress

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Banan The BenefatorBanan The Benefator 01 Jul 2015 23:21
in discussion / Map Comments » Project: Guilty

This map could be in official release, just need some rework in a few areas, monster count rebalance (or difficulty level selection) and it's really fine to play!

by Banan The BenefatorBanan The Benefator, 01 Jul 2015 23:21
Re: Beta now available
TheBard108TheBard108 30 Jun 2015 22:37
in discussion / Map Comments » hiddentb

This is it, you may notic this is an old map now.
I ran into just about every base limit for a map, expanded on a few. but the model limit finaly got me & i was unable to add any enemys.
Still it's an intresting puzzle map

Re: Beta now available by TheBard108TheBard108, 30 Jun 2015 22:37

I was lucky enough to have a quick test-play of this mod in its early stages, and it was very good even back then! From the looks of the screenshots, its come a long way since then and appears to have fulfilled its potential to be excellent!

Definitely play it when it comes out…

The Alpha looked amazing by BlueSparkBlueSpark, 25 Jun 2015 08:38
SC-DynamiteSC-Dynamite 17 Jun 2015 07:55
in discussion / Map Comments » opr Z.A.I.D!

Is this map released?

by SC-DynamiteSC-Dynamite, 17 Jun 2015 07:55
SC-DynamiteSC-Dynamite 17 Jun 2015 07:49
in discussion / Map Comments » Window licker

Please provide a download link if this is released.

by SC-DynamiteSC-Dynamite, 17 Jun 2015 07:49

Good job, thanks! :D

KiLLeR34KiLLeR34 12 Jun 2015 14:58
in discussion / Map Comments » Robo Grunt War: Warzone

errors will be corrected!

errors... by KiLLeR34KiLLeR34, 12 Jun 2015 14:58
BlueSparkBlueSpark 11 Jun 2015 13:22
in discussion / Map Comments » Worms

You have to fall into a shark tank, and as Stixsmaster points out, the escape ladders don't work. It's probably because they're not ladders, they seem to be just textures.

Same deal again just afterwards, on a long descent ladder - info for mapper, texture =/= func_ladder! Great if you have noclip, terminal if not.

Unless I'm missing something, this is super-fail.

Unplayable. by BlueSparkBlueSpark, 11 Jun 2015 13:22
Re: hgrunt crash fix
JerkakameJerkakame 10 Jun 2015 14:45
in discussion / Map Comments » Insertion

Then that must be something else, I wonder what.
Because the archaeologist scientists in 3 and 4 doesnt crash anymore.

I checked and theres nothing on map 5 that uses arch1.mdl

EDIT: I tried map 5 and finished it but it never crashed for me, where does it dies for you?

Re: hgrunt crash fix by JerkakameJerkakame, 10 Jun 2015 14:45
Re: hgrunt crash fix
BlueSparkBlueSpark 10 Jun 2015 04:18
in discussion / Map Comments » Insertion

Yes of course I tested it! I'm not going to say it doesn't work without having tested it!! There was arch1 in your latest fix, I used it (and the hwgrunt) and the map still kept dying at the same place each time, maps 5 i think.

Re: hgrunt crash fix by BlueSparkBlueSpark, 10 Jun 2015 04:18
minil (guest) 09 Jun 2015 23:19
in discussion / SC / SC Map DB » Suggestion box

Can someone convert "Half-Rats:A Fever Dream" into a Sven Coop map ?
It's a fun mod and I think people should be able to enjoy it with their friends.

by minil (guest), 09 Jun 2015 23:19
Re: hgrunt crash fix
JerkakameJerkakame 09 Jun 2015 18:16
in discussion / Map Comments » Insertion

Are you sure? did you test it?

I checked and the old model crashed for me too, I did the same fix for it and it works without crashing for me now.

btw arch1T and arch101-107 isnt real models.

Re: hgrunt crash fix by JerkakameJerkakame, 09 Jun 2015 18:16
Re: hgrunt crash fix
BlueSparkBlueSpark 09 Jun 2015 17:58
in discussion / Map Comments » Insertion

Oh ok, thanks for the effort, but arch1 seems to be ok - it's arch107.mdl that seems to be the offender..

Also I can't open either of those updated models with Jed - "post-loading error" it doesn't like them. Other mdls from the mw folder open ok and animate..

Ty, but I'm writing it off.

Re: hgrunt crash fix by BlueSparkBlueSpark, 09 Jun 2015 17:58
Oh really?
BlueSparkBlueSpark 09 Jun 2015 17:50
in discussion / Map Comments » YA Control

"This is three maps…. they are pretty easy and fun"

I beg to differ, they are fine examples of excessive player trolling, with monster HPs of 15,000 and 7,500, ridiculous spawns, excessive snipers, sneak spawns and weak loadouts.

The architecture is quite adequate, but the gameplay is not fun - it's just slog after slog against hordes.

Since the maps are weighted so unfairly against the player, I had no compunctions in reverse-engineering the keypads and posting the 3 codes here for all. It turns out that the mapper was too lazy to change the code! All three keypads are set to 2578.

The first (ya_control1) is at the little circular guard room, you see the keypad as you enter the weapons room on the left.

The second (ya_control2) is at the big grey door on your left, at spawn.

The third (ya_control3) is hidden behind the right-hand 'soda-pop' vending machine, in front of you at spawn. 'Use' the front of the machine for access.

Using the 'secret' weapon stashes brings a modicum of enjoyment to a set of otherwise unsatisfying maps. Finally, in the best can't-be-bothered tradition, the last map ends in "Map not found: ya_control4". Nice touch.

Oh really? by BlueSparkBlueSpark, 09 Jun 2015 17:50
Re: hgrunt crash fix
JerkakameJerkakame 09 Jun 2015 17:16
in discussion / Map Comments » Insertion

Sorry about that.

I thought only old hgrunt models could have that problem, but apparently old scientist models too.

I updated the original post with fix

Re: hgrunt crash fix by JerkakameJerkakame, 09 Jun 2015 17:16

I wasted hours trying to get this heap running.. everything is custom, and it seems that the models are way too bugged to work anymore. The model folder structure is screwed, so the RES file can't work, causing more crashes. Finally, the maps are so massively biased towards player trolling that I officially ragequit - I don't see how they could even be possible without cheats, everything is one big trap or insta-kill. The player spawns unarmed into a horde of respawners, so it's insta-kill from the moment you spawn, and this very much sets the theme for the rest of the maps, those of them that can be wrestled into running for more than a few minutes.

If the whole thing didn't crash the server and client so often, I might be tempted to try fixing it - but screw it, 16 crashes is too much.

Maybe in its day it was ok, but it's going in the bin for me.

Incredibly frustrating.. X[ by BlueSparkBlueSpark, 09 Jun 2015 16:16
Re: hgrunt crash fix
BlueSparkBlueSpark 09 Jun 2015 16:06
in discussion / Map Comments » Insertion

Good job with that :D

I'm having a severe problem with arch101-arch107.mdl, they insta-crash my client in LAN or server game. If you managed to fix these too (I can't even load them with HLMV1.36) then can you post them pls?

Re: hgrunt crash fix by BlueSparkBlueSpark, 09 Jun 2015 16:06

The models which instantly crash me (arch101 - arch107) won't open in HLMV-v1.36.. "error loading model".

I guess it's just too broken even to fix.. :/

Re: Fix 4.8
BlueSparkBlueSpark 09 Jun 2015 07:11
in discussion / Map Comments » Jurassic Park

The guilty party was Silencer's SC STUFF PLUGIN, which helpfully precaches one mdl and two sounds. I guess the medkit was just enough..

precache_model ( "models/w_medkit.mdl" )
precache_sound ( "items/smallmedkit1.wav" )
precache_sound ( "items/smallmedkit2.wav" )

Re: Fix 4.8 by BlueSparkBlueSpark, 09 Jun 2015 07:11
Tricky, but worth doing...
BlueSparkBlueSpark 09 Jun 2015 06:59
in discussion / Map Comments » Aemos

The map is actually pretty good - there's much to explore, constant combat, good distribution of supplies and 6 or so tasks to complete. The map is much like a DM map, in that there are shortcuts and supplies stashed all over the place, so it pays to explore. Heal each other and try to stay together, as there's many snipers and not too much health or hev cells around.

As stated, this map is pretty hard, all the more so because there are no real instructions!!

Having lost twice I examined the map's entities, as a result I offer the following guide:


1) Fight your way from spawn through the horde of snipers, grunts and HWGs. Try to kill everything in the initial spawns, as progress depends upon elimination of certain enemies and turrets. (Later on, a few high-up snipers can control the re-spawning grunts fairly easily.)

2) Locate and retrieve the "Artifact", a small red alien pyramid thingy. (Look out for a basement Asian bar/restaurant not too far from spawn).

Watch out - the "Artifact" is breakable! If it gets destroyed, it's game over..

3) Locate the keycard needed to shut down the factory; it's in a room with a window and some grunts, again, not too far from spawn. Initially it can only be accessed via the back door of the room, so you must go the long way around.
Breaking the vent in the windowed room opens the whole vent system for map traversing.

4) Find the factory entrance, where there's a computer terminal which accepts the keycard - it's near a small section of working monorail. Use the keycard to shut down the factory.

5) Some random time between 1 and 10 minutes after shutting down the factory, an escaping 'evil Scientist' leaves a building door and runs a set path along the inter-building roads towards the biggest black hole in the outer map wall. He takes about 8 seconds to complete his escape - he must be killed before he reaches the black hole, or again it's game over!

Grunts constantly spawn, so the team must suppress them whilst waiting for the evil Scientist, otherwise the area quickly becomes overrun. Don't let him escape!

6) Find the three flaming chimneys, and in the bunkers of two of them, activate the shutdown switch for each one. (You need to have shut down the factory first, or the buttons do nothing.)

At the last chimney, there is no sandbag bunker, but instead 4 turrets and this time, two buttons. Shut down this chimney as before and then use the second button to call a satellite/airstrike down onto the "Croon" building (it's next to one of the chimneys).

One minute later the Croon building is destroyed in a spritey fireball and you can toast your victory marshmallows over the burning rubble!

If you complete these tasks, you will win with the 'good' ending..


Tricky, but worth doing... by BlueSparkBlueSpark, 09 Jun 2015 06:59
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