By the way Reuniclus and BuzzyBot, you have to know that when using bspguy, if you create a new brush model the map's CRC changes, creating version mismatches, because it adds one extra model number. Also, the latest newbspguy version is currently broken, and everytime you copy a brush it instead creates a new one, again breaking the CRC.
I see you add new brushes in each version. This means that your latest camp_v2 mismatches the old camp_v2, and camp_v2-2, and camp.bsp as well.
Just mentioning in case you want to edit with bspguy.
Safe way if you are not too sure, is to edit it all, then just import the latest .ent into the original map. But of course, if there are new brush models in there, the original map will crash because in there they don't exist, so make sure you are using copies of the same models, and not new ones.
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All Chapters(A,B,C,D,E,F,G,H) are connected to each other. We're working on Chapter D right now, when we finish all chapters we'll add more details,merge all chapters with cutscenes(cutscenes are about the lore and these would be skippable) and release a complete final version of Haunted Souls.
Don't worry, this map was on a big list of maps that I was fixing, I have merged the changes with mine and Wayne's so expect a super community fixed effort ripent soon.
No, the original author is "Jose Fung" (I don't know him and surely with the years that have passed he must have forgotten that he did this lmao) and I have only made some changes and new additions on this map.
I did those prefixes just to avoid version mismatch errors when people has an previous version installed and because most of the things I did was brush changes which makes incompatiblity errors with that. Anyways I just tested this fix (or whatever you want to call it, I don't care) recently with some people on a server and it works great but it's missing some details (like func_monsterclips for the Voltigore) along with what I mentioned here in this comment, now in a while I will make a new version and I will remove the subversion prefix to avoid problems.
Are you the original author? There are lots of files, and now its v2-2, I also have v2 and the old camp.bsp too.
It's ok if its a ripent community fix, but I see big changes in lighting and such, and with the name change i'm just wondering if its a new version from the author or just a fix.
Thanks @Reuniclus-579 for impoving a bit my edit, I didn't know you can just use info_player_deathmatch entities to change spawn locations instead of doing that crap I did of teleport triggers (I used a technique from Opposing Force Co-op for doing that lmao). Also about the func_door on the end, I just didn't have time and ended up doing what I thought was """practical""".
Seems like you used a previous version than the one I uploaded hours after; the game_text edit I did after the teleporter explosion is missing (it should say "ALERTA! Todos los protocolos de seguridad han sido activados!") and the trigger_once from the final_door_access is also missing (because for some reason the game_counter ends up breaking in the part of the robogrunts and the door opens anyway if half of the robogrunts are alive, although I don't know if that was because I was playing this in an old version of SC (I usually play version 3.0 from time to time)). Everything else works fine and without issues (I guess).
At the end of the map it tries to transition to a map called dynamic_mapvote_xmasx. This prevents the map from properly ending and switching to the next map. I also was unable to use the gravity gun to pick up and shoot enemies with the saw blades. It was much easier to just pick them up with the E key.
It's a series of 2 maps. Tags updated and reuploaded file as a .zip for linux servers and such.
in discussion / Map Comments » Half-Life Point Blank - Stackdeath Complex
Is this a series or two versions of the same map? Its not listed as a series.
Ok i replaced info_player_start with info_player_deathmatch.
I don't know if there is a problem solved.
That's all I can think of.
It pops up with a text box on client that says File Read Error. I have never seen that error before. I managed to fix it by downloaded a fresh download from this page.
Thanks for the info. I would agree, even if its feasible to have them all connect, they are quite long and no doubt have a bit of their own flavor. I recorded myself playing it with a few friends and it took 2 and a half hours to get to the second part of C, which crashed due to the bug listed below, otherwise I would have kept going. Pretty long series. Very good too.
https://www.youtube.com/watch?v=1XvuydZIKUg
I am wanting to play all the maps on my server/s and throw a rough cut on youtube. Hoping that it might bring some fresh eyes to the game.
Author wants to connect them when all parts are finished (A to H). So the changes on the pages are rolled back and now A and B are split into their own pages again, and are not connected anymore.
Personally I don't know if they can be connected. There will be too many maps for one single page in my opinion. The download would be massive (way more than the 200mb limit of upload). But on the other hand it will be better to have one single page for the series.
Will HS B connect to HS C? Or are A and B the only ones that are supposed to be connected?
Same issue. Was doing a complete run of parts A, B and C and then hit that map. Glad you fixed it quick. I have never seen a map hang like that. It didn't crash, it just froze the server completely.
I recommended this map be ported. This is hardly playable, but I don't think the series was particularly good to begin with. It has this strange system where you are constantly reloading map segments you have already been to but in different starting locations. This can get incredibly tedious because there are many parts where you can easily fall off rooftops and end up cycling back into the same sections over and over again. There are also some extremely brutal platforming sections, one of which I am not sure is even possible, where you have to do a 90 degree turn while airborn onto another set of stairs. The stairs are too high to reach. The first door that unlocks after you kill the Garg doesn't even work, you have to noclip through the door. This is also true of the door that is supposed to open after you destroy the helicopter on the roof. The door simply does not open. Worse still it is plagued by constant load times for very short segments with very little combat.
I have to say this is one of the worst map series I have ever played. If this could be merged into one map I think it would be a D tier map. But in its current state I would give it an F (1/5 stars)
as a self proclaimed cow tycoon specialist i will give u all some mlg tips n tricks to complete this map very quickly, with a good crew before day 2 ends even
first of all, fuck the wheat farm, it might save u in a public lobby from going bankrupt, but with a good crew, it is simply throwing money at fire.
as soon as u spawn, max out that credit, get 5000$ from da bank, buy wide cart from the dealership, invest in a m3 shotgun plus some ammo (or the horse from the dealership if u want to go back again/have someone in town with you), 2 conveyor upgrades and conveyor walls. And then with the remaining money buy 1 cow and all the meat processor upgrades u can buy.
You will put the cart where da cows spawn so the cows dont eat ur brains. You can kill the cows with the horse cart, or the m3 shotgun you bought. Cook that shit, sell it at town, buy the red pickup truck as soon as u can, and buy all the meat processor upgrades. Never pay off the debt, its a waste of time to even bother.
Dont even bother buying any buildings, buying some of the barn could be useful if ur moving meat with exploding crossbow bolts, but if ur reading this im assuming u dont know what that is and u wont do it. simply buy the floors and stairs for the skyscraper. Dont buy the walls or the windows, its a waste of money (except maybe the top floor walls to hide from boss).
After ur at the roof of the skyscraper and can buy the boss spawn, dont. Buy the big ass truck that costs 10k, and the farm gate that u spawn next to.
Now if u have a good crew, i recommend u all buy revolvers. Half life vanilla revolver. When u buy t he boss, a gonarch and a helicopter spawns. The revolvers can damage the helicopter, whilst also being waaaaay cheaper than RPG (not to mention higher rate of fire). Once the heli is down, run over that sunovabitch cowgod with ur massive truck. Easiest way to kill it is to get it stuck between truck and some level geometry/building/farmgate. Generally u can complete the bossfight under 30 seconds if u do it right and have some rng luck on cow god pathing.
U can also ignore the helicopter and not buy revolvers, as destroying it is not mandatory to finish the map, but it does fire rockets at u occasionally and wipe u out.
Also never trust someone if they try to sell u a good pacifist ending by never killing cows and only selling cow milk and feeding them wheat. Ignore buckets and wheat, they r useless, ur here to wipe out all cowkind.
Thanks for the fixes to the sounds. I added v3 of the repack that fixes the crashing and a few other things. It should be good now
.res files do not have the wad included. (edit: I already read above sorry)
La turroneta 23
Soba borusu sikenmiş ada bak bu kesin okullu velet
Recent edits
sky: Criminal Impact | S | 03 Dec 2024 16:19 | (rev. 9) | RexyWood |
sky: Criminal Impact | S T | 03 Dec 2024 16:18 | (rev. 8) | RexyWood |
map: The Underground Base | S | 03 Dec 2024 13:12 | (rev. 52) | Reuniclus-579 |
map: The Underground Base | F | 03 Dec 2024 13:06 | (rev. 51) | Reuniclus-579 |
map: Purge | A | 03 Dec 2024 12:59 | (rev. 23) | Reuniclus-579 |
map: Purge | S | 03 Dec 2024 12:58 | (rev. 22) | Reuniclus-579 |
map: Purge | F | 03 Dec 2024 12:55 | (rev. 21) | Reuniclus-579 |
map: Mirage | S | 03 Dec 2024 12:51 | (rev. 27) | Reuniclus-579 |
map: Mirage | F | 03 Dec 2024 12:46 | (rev. 26) | Reuniclus-579 |
map: Jungle War | S | 03 Dec 2024 12:35 | (rev. 14) | Reuniclus-579 |
map: Jungle War | F | 03 Dec 2024 12:33 | (rev. 13) | Reuniclus-579 |
map: Hunted | S | 03 Dec 2024 12:30 | (rev. 21) | Reuniclus-579 |
map: Hunted | S | 03 Dec 2024 12:30 | (rev. 20) | Reuniclus-579 |
map: Hunted | F | 03 Dec 2024 12:28 | (rev. 19) | Reuniclus-579 |
map: Sea Side Serie Revised | S | 03 Dec 2024 12:18 | (rev. 12) | Reuniclus-579 |
map: Sea Side Serie Revised | F | 03 Dec 2024 12:16 | (rev. 11) | Reuniclus-579 |
map: Sea Side Serie Revised | F | 03 Dec 2024 12:11 | (rev. 10) | Reuniclus-579 |
map: The Hunter | S | 03 Dec 2024 11:48 | (rev. 24) | Reuniclus-579 |
map: The Hunter | F | 03 Dec 2024 11:46 | (rev. 23) | Reuniclus-579 |
map: Ally | S | 03 Dec 2024 11:23 | (rev. 36) | Reuniclus-579 |