Es un mapa con tema aterrador y oscuro al llevarse nuestra misión de noche, se vió diversos enemigos y luchas difíciles debido a la gran cantidad a las que nos tenemos que enfrentar, pero en general las batallas estuvieron buenas. Lo que sí no me gustó mucho fueron algunos escenarios donde había mucha oscuridad y era bastante difícil atacar a los male assassin y female assassin ya que son de color negro. Pero en todo el trayecto fue un mapa divertido y con suspenso, recomendado para los que desean niveles difíciles y espeluznantes.
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Recent posts
Thanks for the feedback! I'm always happy to hear that someone enjoyed playing this series. I spent quite a long time making these maps and I learned A LOT along the way. I took inspiration from DOOM in that I took the time to pack many secrets/side areas into the maps to reward the player for exploring. The Sven Co-op discord was always willing to help out with the process, which is very admirable for such an old HL mod. Thanks again for playing my map and helping out in its creation! :D
An excellent pair of maps, well done Mr. Bonk - clearly a great deal of thought and effort has gone into them both and the result stands out from the run-of-the-mill walkthrough maps.
I like the addition of many secrets, nice touch! Makes for much replay value. Including the angry lady gonome in the female WC!
There's a few bugs and minor issues, nothing that a revision wouldn't sort out.
Thanks for sharing your hard work, my SC Pals and I had great fun playing it, though it was significantly easier with three of us and I reckon that's probably the minimum required to stand a chance.
Good Job, nice to see the final works released after so much guessing in the #mapping channel. I hope the exp you gained on this one will be useful in your next project, you've set the bar fairly high already.
Thanks to AzShadow for this beautiful map !
When I start up the map io_v1 using the "Start New Game" function, the weapons aren't there to be picked up. Is there a way I can fix this? which files do I have to mess with and move around?
Thank you for the .res typo bug report, it'll be fixed right away.
As for the Chemlight, I've been wondering about this lol. Since I disabled flashlight in this map, it was meant to be it's replacement. Plus it glows when carried around, so other players can see you wandering outside when it's nighttime. It can be dropped outside as a marker or possible resource pack spawn location.
Maybe if someone knows how to make dynamic light effect around the item that would be cool (although it's probably costly on the game performance/fps)
Constructor.
One of the most fun maps to play that i'be seen in a while, the only bug that has is a typo in the .res that makes the top skybox texture missing (gfx/env/fyniteup.tga).
Also I can't found a useful use of Chemlight, what it's purpose?
10/10 Map
Steam: http://steamcommunity.com/id/Cads/
Discord: Cadaver#7565
gr_coremain and gr_drainage aren in a loop, gr_reactors is kinda confusing.
Steam: http://steamcommunity.com/id/Cads/
Discord: Cadaver#7565
Not sure how I missed completing this all these years. Just ran through it. The solutions get pretty obscure in a few parts, and it can be a bit frustrating, but it can be completed with a single player. Good challenge.
I remember the original Command & Conquer as a kid and im happy to see someone made a map that comes closer to the original gameplay.
However… i would suggest that you should have included a .res file so anyone who tries to join the server can download everything, i've tested this with a friend and he was seeing missing stuff because of missing .res file.
I've created one already, you can download it from here to include it in the pack: https://www.mediafire.com/file/17ho2mot5aa9d88/sc_commandandconquer.res
putin on a ritz
2/5
New year, new fix. Enjoy these series of maps now fully working for Sven 5.x+
See changelog if you want more details
The spawn room telling you to update your cl_*speed settings is removed now. No more broken speeds!
Added a script that will automatically change the map from uplink to uplink_extended. The map pack contains a modified uplink.cfg that will run the script. When playing the original map, when you reach the platform from the vents, uplink will change the level to uplink_extended automatically where the garg events will continue, hopefully making the experience more seamless.
Yep, fixed now :>
Thanks for the fixes, I appreciate it.
You broke something else with your Rust update for 5.23, the .load command causes the server to shut down because saveload.as loads a non-existent barrel.mdl instead of tr_barrel.mdl that was present in earlier versions of the script.
https://github.com/wootguy/sc_rust/blob/master/saveload.as#L260
Typo? :)
El mapa me resultó muy entretenido, aumenta tus ventajas al obtener armas y te hace descubrir nuevos caminos donde hay enemigos para luchar, un mapa relativamente fácil a mi parecer, es recomendable jugarlo de pocos ya que si se juega de varios el mapa sería muy corto. El jefe final me pareció muy clásico y sencillo de vencer al tener armas poderosas, me hubiera gustado que la batalla sea más extensa y agregue más enemigos para lograr una mayor dificultad. Pero en general es un mapa bueno y recomendable, con mucha variedad de enemigos y escenarios. Has realizado un adecuado trabajo.
This map is very interesting, especially if you play with 10 friends
El gameplay es muy bueno, significa una guerra muy fuerte con tus compañeros luchando contra los soldados y gargantuas. Buena batalla precipitada para hacer muchos puntos, es entretenido.
When you get to the part with the big momma fight and UFOs, don't go into the pipe. Instead, head back inside and trigger another floating cube, and then go inside the space ship. This alternate route is 1000% more fun and interesting.
Recent edits
map: Frostline | S | 18 Jan 2021 21:42 | (rev. 20) | amckern |
map: Redmarket | S | 18 Jan 2021 09:25 | (rev. 18) | mr_redman |
map: Redmarket | S | 18 Jan 2021 09:24 | (rev. 17) | mr_redman |
map: Redmarket | F | 18 Jan 2021 09:24 | (rev. 16) | mr_redman |
map: Redmarket | F | 18 Jan 2021 09:23 | (rev. 15) | mr_redman |
video: video | N | 18 Jan 2021 09:02 | (new) | DataKhalil |
map: Redmarket | S | 18 Jan 2021 05:33 | (rev. 14) | mr_redman |
map: Another Day At The Office | S | 18 Jan 2021 05:09 | (rev. 15) | amckern |
map: Another Day At The Office | S | 18 Jan 2021 03:18 | (rev. 14) | BonkTurnip |
map: Another Day At The Office | S | 18 Jan 2021 00:51 | (rev. 13) | BonkTurnip |
map: Another Day At The Office | F | 18 Jan 2021 00:44 | (rev. 12) | BonkTurnip |
map: Another Day At The Office | A | 18 Jan 2021 00:43 | (rev. 11) | BonkTurnip |
mapper: Bonkturnip | N | 18 Jan 2021 00:38 | (new) | BonkTurnip |
map: Another Day At The Office | S | 18 Jan 2021 00:35 | (rev. 10) | BonkTurnip |
map: Another Day At The Office | F | 18 Jan 2021 00:31 | (rev. 9) | BonkTurnip |
map: Another Day At The Office | F | 18 Jan 2021 00:30 | (rev. 8) | BonkTurnip |
map: Another Day At The Office | F | 18 Jan 2021 00:30 | (rev. 7) | BonkTurnip |
map: Another Day At The Office | F | 18 Jan 2021 00:30 | (rev. 6) | BonkTurnip |
map: Another Day At The Office | F | 18 Jan 2021 00:29 | (rev. 5) | BonkTurnip |
map: Another Day At The Office | F | 18 Jan 2021 00:28 | (rev. 4) | BonkTurnip |