Encountered an issue with the the date cube at the beginning of the map, apparently it is possible for a player to push the cube into one of the barney spawns, and when the doors close it becomes suck in there, preventing players from progressing. Not sure if this will be seen, but hopefully RNG can fix this as it is otherwise a really fun map to play.
Welcome to the Sven Co-op Map Database, a wiki for Sven Co-op maps!
- Make a page for a map, add files, screenshots, videos, etc.
- Make a page for a mapper listing their maps and info.
Thanks to your help, SC Map DB is currently home to:
Anyone can help expand and improve this resource. Find out how.
Randomly selected from the list of featured maps. To feature a map, simply tag it with featured.
For more, check out the current top 50 maps.
Map categories (tags)
An interesting looking map - not sure at all about the minigargs, whilst their model is mini, the flame, kick and bite origins are for the original full-sized Garg. So you are being attacked by, effectively, 2 invisible Gargs dealing very high damage - with no explosives and an awkward exit.
The killer of this map is the grunt model - it crashes the 4.8 client within a second of being seen, and then HLDS follows a few seconds later, neither leave errors in console logs.
Troll map? Obviously 0/5.
Or better still, -1 per pointless zombie, so that's -200/5… gg, "mapper".
Server # 43
No detail texture mapping file: maps/turretfortress_detail.txt
Host_Error: CL_EntityNum: 1365 is an invalid number, cl.max_edicts is 13
What are the files to delete?
update version v5 ?
fixed error breakable -> weapon(choices) "Instant Break Weapon"
Agreed. Deleting the page since this is not a Sven Co-op map. Thank you.
That version had a lot of pirated content and crap included, and so the d/l links were removed - even the de-crapped zip version. Don't bother looking for V4.50 there, there's nothing to d/l - just some interesting comments..
This is a problem with at least one other map, Exposed Research. As I understand the situation, the pipe wrench's instant-break function was removed from func_breakables in an update of the mod (leaving only the crowbar) so it isn't the mapper's fault.
Nameless link to a HL_SP mod. Spam/worthless posting, should be removed.
Please finish it Streamfox; it looks way too good to leave unreleased!
This should not be here, it's a non-page - there is nothing in it at all. Take it down, until such time as you actually have more than zero.
Check the console when brought back to the menu. Usually there is information about why it failed to connect.
I tried like 20 times to connect a server.Sometimes it connects,sometimes it don't.
When it can't connect,it first show the loading bar.Then the "Precaching resources" part shows up,it stop loading and bring me back to the menu.Help please!
Only until you frag the explosive crates, then they stop. All other spawns in the map are finite; the start area is the only respawning part.
I'm leaving my previous comment below, as it indicates the problem with this map.
In short, the store room door and two critical vent grilles *needed* the crowbar to open them and the crowbar was not included in the map or spawn loadout, instead the pipe-wrench was given in the map and is quite useless for the task.
All I did was to change the pipe-wrench for the crowbar, and added some extra stuff in the store room to offset the heavy monster spawning. (I also removed the .res file as it was redundant.)
I have only uploaded the 'fixed' file to the SCMapDB link (the first one, named 'Fixed version') - all the other links are for the original version.
If you are stuck, I wrote a review which includes a walk-through including pics, see the link above the posts..
It turns out to be a pretty good little map! Give it a go.. it's short but well worthwhile.. :)
*Update* It appears that the issue may have been caused by a game-code update, not the error of the mapper - apologies to 'tdw' then. :)
After touching the wire fence, the first portal room (adjacent to the main start room) opens, but the portal in there seems pretty hit-or-miss now. If it works, you can continue the map, but if not (as is often the case) then the map breaks..
It's a trigger_teleport - it should work all the time; I don't know why it isn't reliable.
I share that opinion too. At the end it is really just defend this func_breakable from hordes of monsters. Yet another simple horde with nice visuals. Visuals which could have been used for more interesting scenarios.
It needs more direction; the electric water part is pretty obscure when the Scientist just stands there, also the NPC health is rather high and the ending Osprey with 5000hp vs. pistol/crowbar is just plain silly.
Otherwise, it would be quite good.
Using door buttons consistently crashes server with "SZ_GetSpace: overflow without FSB_ALLOWOVERFLOW set on Server Reliable Datagram".
Happens with at least 2 door buttons, then I gave up. Related to HUD messaging I think..