I think the map looks great and is very well made, but it becomes a bit too repetitive over time.
I liked the idea of dividing the map into different sectors and gradually unlocking new areas. However, I think it would be more enjoyable if stronger weapons were available and/or the zombies had less health. More variety in the enemy waves would also help keep the gameplay fresh.
After fighting so many zombies, the final boss actually feels a bit too easy by comparison.
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This is a very well-made, challenging, and difficult map! Much like Natural Selection, I had to play it several times to understand what to do and how to access certain areas. Even now, I'm still not completely familiar with the map.
The 10-minute time limit and the limited availability of weapons make exploration much more difficult, which adds to the challenge.
Despite that, it's an excellent map and a very rewarding experience once you start learning its layout and mechanics.
thought it was adam's map for a sec haha
Good suggestion. I can pick through my horde of map files and see what is missing.
In warningcity3mulp, the train required to progress can only be activated by pressing a very specific spot. I initially thought it was broken until another player showed me how it worked.
Would it be possible to increase the size of the button's activation area? It might help prevent other players from getting stuck.
nice find :) if you have any other maps like these please share. Many were lost after the forums purge.
I think the map may have gone a bit overboard with the number of enemies. I do enjoy horde maps every now and then, but the respawn rate felt a little excessive.
It's definitely a map designed for larger groups of players and well-equipped teams.
Now I'm curious, since I'm a fan of Lord of the Rings.
Hello Sven Co-op and LOTR fans! I have been a SC fan from nearly the beginning and was an active user on the original SC forums. I clearly remember two things. First, I recall that you could fall into the well to find a secret where Gollum was lurking around. When I explored the latest version of this map I found that this area was removed. Luckily, I found the original versions on one of my hard drives, so I have decided to back these versions up on SCMDB for posterity's sake. Secondly, I recall the discussion on the forums at the time when Nipper first published this map, shortly after tFotR premiered in theatres. Many users were very impressed with the level of quality of the map, and one user asked how many times he had saw the film, since it wasn't available for home video at this time. Nipper answered he only saw it once (or twice) and that he built the map from memory. When you compare the original and revamped versions you can see that that the newer one closely matches the architecture of the Mines of Moria that we see in the film, so you can surmise that Nipper chose to upgrade the map some time later by using still frames from the movie. I hope everyone can appreciate this.
i understand. Though ripents do not create mismatches, i dont know if the edit here did that.
EDIT: I've taken a look at the edit. It is just what it said, only removes breakable keyvalues on 2 doors (4 models). But it was done with NewBspguy, probably long ago. Not recommended because its an unstable tool that might create version mismatch out of the blue just like you state.
So I went ahead and used good ol ripent to put those changes on a copy of the original, making sure 100% there are no mismatches. Renamed the zip as well and reuploaded. Removed the old edit one. And rearranged the downloads and the warning. I have put the community edit on top, which will be replaced by your version whenever you upload here or on gamebanana. First because its the most stable and fixed version people probably want to play, and second because several server owners use tools that auto download from this site, and install the first link on top of the others.
I hope its to your liking. If not, it can be rolled back.
Since this is the author's first map, it's easy to overlook many of its shortcomings. The map still feels quite raw and could be improved in several areas, especially visually, but it's a solid start.
I think adding more visual detail, increasing the number of enemies along the way, and extending the map a little would make it much more engaging. Something with a stronger shoot 'em up feel… Sven Co-op style!
Yeah I was practically blind, couldn't find it. The doors being breakable was supposed to be a feature for all doors which ultimately only got left for the hub door which we didn't mind and left it in.
Would rather not have community edits that would spread more mismatched versions across the internet.
Bullying! =D
I've just checked the new features and it's amazing! I'll play soon!
soon i will implement THERE IS NOW a way to feed/play built-in .wav audio files (plural!) from /svencoop/sound/* via ambient_generics using a custom *sentences.txt file. for example, you could CAN finally toy around with individual HEV/VOX audio samples, changing their dynamic effects in real-time, including but not limited to, TIME STRETCHING! (WIP). the possibilities are literally endless now that you DONT have to *import* any audio samples at all - just use the base game sounds ^_^
you can read more about how this works here:
https://twhl.info/wiki/page/sentences.txt
https://wiki.svencoop.com/Mapping/Sentences_Replacement_Guide
you can experiment with sentences.txt either by editing ambient_generics or with speak / spk commands (requires speak_enabled 1):
or here:
I even used noclip to explore the map, but I never managed to find the clue for the password. In the end, I only figured it out after reading the comments here!
It reminded me of IceStormX, where I also needed help from the comments section to discover the solution.
thank for many reminders
Thanks,
Adam Reece.
Recent edits
| video: Black Haze | N | 15 Jun 2026 14:46 | (new) | mauricioozaki |
| map: Black Haze | A | 15 Jun 2026 14:26 | (rev. 23) | mauricioozaki |
| map: Black Haze | A | 15 Jun 2026 14:24 | (rev. 22) | mauricioozaki |
| map: Black Haze | A | 15 Jun 2026 14:22 | (rev. 21) | mauricioozaki |
| map: musicmaker | F | 15 Jun 2026 14:00 | (rev. 411) | linda303 |
| map: musicmaker | F | 15 Jun 2026 13:53 | (rev. 410) | linda303 |
| map: musicmaker | F | 15 Jun 2026 13:44 | (rev. 409) | linda303 |
| map: musicmaker | F | 15 Jun 2026 13:43 | (rev. 408) | linda303 |
| map: musicmaker | F | 15 Jun 2026 13:43 | (rev. 407) | linda303 |
| map: musicmaker | F | 15 Jun 2026 13:32 | (rev. 406) | linda303 |
| map: musicmaker | S | 15 Jun 2026 11:32 | (rev. 405) | linda303 |
| map: musicmaker | S | 15 Jun 2026 11:28 | (rev. 404) | linda303 |
| map: musicmaker | S | 15 Jun 2026 11:23 | (rev. 403) | linda303 |
| map: musicmaker | S | 15 Jun 2026 11:23 | (rev. 402) | linda303 |
| map: musicmaker | S | 15 Jun 2026 11:20 | (rev. 401) | linda303 |
| map: musicmaker | F | 15 Jun 2026 11:15 | (rev. 400) | linda303 |
| mapper: Cengaver386 | N | 15 Jun 2026 06:47 | (new) | Garompa |
| map: Ravenholm | S | 15 Jun 2026 06:45 | (rev. 11) | Garompa |
| map: Ravenholm | S | 15 Jun 2026 06:45 | (rev. 10) | Garompa |
| map: Ravenholm | F | 15 Jun 2026 06:43 | (rev. 9) | Garompa |









































































































































![D1F2904CD46A0A90D0C3ECED6A5DD10C8A3DF623[1]](http://scmapdb.wdfiles.com/local--resized-images/wad:gem-tile/D1F2904CD46A0A90D0C3ECED6A5DD10C8A3DF623[1]/medium.jpg)







































