Surely SCMDB isn't the place for this? fpsbanana maybe.. Or ideally the owner's HDD
Welcome to the Sven Co-op Map Database, a wiki for Sven Co-op maps!
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Map categories (tags)
Linear walkthrough with respawning grunts and robos. It's ok..
..it's abandoned just as it gets interesting.
Shame, as it was very good until then.. Alas, died of "To be continued"..
Coop required - needs 2 players, one standing on each trigger-slab to open the first big double-doors..
Recycled later on as map two in Keen's totally awesome and excellent 'Sector E' triple-map set..
A fantastic set of beautifully crafted and ingenious maps - challenging and rewarding to play, but worth it just for the amazing Xen environments!
Cleverly conceived and skillfully built, this is a very enjoyable set of maps to play!
(Thanks Anitalink - http://files.anitalink.com/gamecache/hl/svencoop/)
Also, the zipped folder "tor" should be placed in the ../svencoop/models/ directory, else "FATAL ERROR models/tor/pi_tree1.mdl not found"..
..and finally, after d/l 13.4MB of missing wads and sorting out the folder structure.. the 374kB map lasted all of 4 minutes! Fuxsake - what a flippin' joke..
An excellent effort! Worthy of release with Sven, in my opinion.. with a few tweaks this could be a classic!
Very good - I won't spoil it, except to add a hint where I (and others) got stuck.. and the hint is to follow the "Additional Info" link! ;)
A really enjoyable adventure, some nice thinking on the mapper's part! Challenging for some tight combat points (snipers who leave their cliff nest and sneak up behind you) as well as "What the hell now??" moments..
Good work! Shame it's not been extended, it would be even better if there was more of the same quality as this..
3 somehow unsatisfying mass-spawn-in-your-face maps..
A nice little starter map, a basic and short but fully functional walk through with grunts, caches, variety of weapons, combat, some nice triggers and visual prompts..
ok, so the writing on some of the textures was backwards, no big deal.. and a standard Icky doesn't stand up long to the minigun! Otherwise, perfectly good and fun for 5 minutes! The gauss is a bonus; you can jump all over the map then, as well as exploding the last two sets of spawnings - which is always fun!
Maybe it needs 2 to start, idk.. but somehow the grilles descend from the crates, so that you can hit the the power switch on the back of each - then grunts warp in behind the fence and proceed to fight the vorts that appear on your side of the fence - and then the map ends…
I hope I have saved you 5 minutes of life, trying this thing out! Personally, I want my 5 mins back…
For a first map, it's great effort! However, I don't think it should have been released, especially not here.
It's a basic respawn arena, which relies wholy on the HL monsters' and grunts' AI to make this thing vaguely work. Alas, monster respawn just stos after wave 2.. Also, the joining-the-arena mechanism is terrible - at least offer some sort of clue after teleporting! (You have to teleport on green traffic light, wait in the moving 'vehicle' until it reaches the furthest travel point, then walk off the rear of it into a invisible black hole in the invisible black "runway", or else you die.. it's very broken IMO.)
Oh, and the things that look like broken gun mounts are "mortars" - however, as they trigger an entirely random airstrike hit they are of marginal use..
But, the mapper shows promise!
Just as TheBard stated, models/theblok/v_baseball.mdl not found..
"Thanks i fixed it." - nope.
This map has many excellent points - the layout and general design, the level of detail and complexity, the hidden caches - even the monster spawning is annoying and frustrating, but admittedly well done..
Except that for me, the whole thing is let down by the 100% bullshit ending, which *spoiler* is just a dark box room full of respawning zombies and gonomes that simply executes endmap after a 1 minute timer runs out.. if you discount the last HUD message, something like "Oh there seems to be a way out that has just happened.." or some such B/S..
The ending has the feel of "Ah screw it - I'm sick of this thing.." *chucks in bullshit ending - releases* - a real let down of an otherwise excellent map..
(@TheBard108 "Fatal Error" - the whole map ran ok for me..)
Yeah it's a great arena, really well designed and built and beautifully stocked with every weapon you can get…
…it's totally empty? That's the thing with DM maps, they need either players or monsters! So, apart from fun gaussing around the map finding all the caches, without *any* opponents it's pretty much a huge waste of time.
A good couple of maps - very playable! Just as you're getting into it though, it's over..
Nice layout, good attention to details - a credible army base, complete with cafe and grunts "at ease" in the corridors. Some welcome new game mechanics (the sapper's charge) and some small 'lol's in the "failed projects" room..
The second map repeated itself for me, instead of calling the final credits map as it should have done - not that much was missed.. ;)
Good effort, just a shame there's not more!
Wow, smashing map for a first release! BUT..
…a 30,000HP Apache? Seriously? vs 1xRPG and 1xSniper Rifle… :/
A good map if you have, oh, about a full week uninterrupted, to shoot at a helicopter!
Ok, so there's a small, round, player-sized hole in the side of an elevator shaft that you have to "enter" by falling over it at a very specific velocity after jumping sideways off a very, very long ladder - needless to say, on the *MANY* times i attempted it, death and a resultant long frustrating journey was the result. This spoils an otherwise fun map. Yes - I know I'm rubbish at jumping, but it seemed needlessly hard! Maybe ping or something doesn't help - it worked passibly well on LAN server but was nearly impossible on a 180mS latency internet server…
Apart from that, a fairly fun grunt-blasting, hi-rise simple linear mission!
There were useful grapple textures in evidence - the grapple must be hidden somewhere… finding it would make the rope climb and elevator-shaft-of-death simple and death-free..
"…YOU SIMPLY PLAY IT UNTIL YOU GET BORED AND CHANGE THE MAP!.."
Er - nope.
Disappointing.. We worked all the way through to the end of this nice linear combat map - but the code doesn't open the final door… apparently this is an old issue that was never resolved. Fun walkthrough mincing grunts and HWGs, but ultimtely, a frustrating non-finish.