The Infected
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The Infected

Author | Neclipse |
Original mod release | 07 June, 2020 |
Date of release | 09 September, 2020 |
Last update | v1.1 - 23 January, 2021 |
.bsp filename | n0a0 (+ 27 more) |
Description
Step into the shoes of Gerald Backman, an engineer commissioned to the Black Mesa Research facility to perform some repairs on their communications systems.
As he begins his day of work, things go awry because of the resonance cascade incident - as they do in usual fashion - and finds himself in the midst of this catastrophe.
Now left to his own devices, he must traverse a crumbling Black Mesa facility lousy with infected staff members and government agents, and to top it all off, otherworldy denizens of another dimension.
Will he make it out alive?
Additional info
- Maps have Anti-Rush feature: players must meet the 66% minimum players required and/or kill all enemies conditions to unlock progress
Known Issues
- Some maps take long to load- this is due to the game taking a long time building the nodegraph because of the overabundance of info_nodes placed in the maps. This will be dealt with in a future update. Note: if you are playing in a local server and it appears the game freezes, just wait and the game will eventually load (it hasn't broken the game)
- map n1a0 has severe negative impact on performance and is likely due to poor optimisation
Additional credits
Sven Co-op Conversion by Outerbeast
Special thanks to:
- AnggaraNothing- trigger_sound custom entity script
- Garompa- Gus viewmodels and poster design
- _RC for map_save script
- w00tguy- bspguy bsp editing tool and tripmine anti-troll script
- Gauna, kmkz and SV BOY for playtesting
- AlexCorruptor for mapping support
Changelog
Tags
Rate this map
3.3 / 5 (4 votes)
Reviews
Comments & discussion
Rules:
- Feedback should be constructive.
- For discussion not related to this map, post in the forum.
- If you need help installing maps, please read the installation guide.
There are over 1351 maps for Sven Co-op! Here are a few:
page revision: 35, last edited: 27 Feb 2021 17:41
You spawn in the tram. Nothing happens. The tram door is blocked by invisible walls. A minute later, still nothing happened. The moment I set cl_noclip, the door opens and the tram starts. WTF is this?
I see what you did now, and no. If you make players nonsolid, how do you expect them to fire the trigger that starts the level? Also making players nonsolid causes them to fall through the tram sometimes, for which there's no cleanup.
Really surprised you didn't test this before release.
The nonsolid logic was a last minute addition after the maps were tested with 4 other people, often the tram would be blocked by players. I thought I had replaced each trigger once with an auto trigger which was definitely the intent but I must've not gotten round to it or have forgotten.
There really no best way to deal with the tram situation, if I am to remove the nonsolid setting I'd have to add crush damage to the tram to prevent blockers then you will have folks whinging "reeeeee broken game fiziks" and what have you, but I guess this will have to do despite that.
The mappack is currently going through an update (will be adding antirush and checkpoints for survival mode) and this setup will be dealt with, if there are any other issues with the rest of the maps, you know where to find me!
Place triggers wherever they can fall out onto, and respawn them.
Don't use trigger_auto or the sequence starts when the map starts, set your logic up logically.
I don't use trigger_auto. I use trigger_relay with game_playerspawn.
Download the file without n1a8b this map
I haven't the faintest clue what you're trying to say.
There is no n1a8b map. There never was a n1a8b map. The map transition is n1a7c -> n1a8 -> n1a9.
Good day.