If you hadn’t posted it, I would never have discovered this map. Thanks!
Recent additions
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.
Anyone can help expand and improve this resource. Find out how.
Featured
Randomly selected from the list of featured maps. To feature a map, simply tag it with featured.
Top rated
For more, see the full list of top rated maps or sort any category by rating.
Having trouble finding what style of map you want to play? Have a look through the map tag cloud and find maps based on a category of your choice.
Map categories (tags)
All maps
Map packs
Reviews
Prefabs
Skyboxes
Textures
Tutorials
History
Recent posts
A very good map, full of puzzles and things to explore.
I noticed two possible bugs:
1. In the console, I noticed that there are HUD messages that are not shown to the player.
2. The map seems to try to load a script called "survival_generic", but I think it is already included internally in the map, causing a conflict with the version in scripts/map
it looks like this because the map is created via randmap, they're all pretty much the same
well, I accept you critique, but you should know a few things:
1. small sections cuz limitation of each section is cunt. I don't know about the other mappers, but personally, I initially wanted to use the space of my part only for the intro, like you've started from the bar, then moved to another place.
2. every year, fewer and fewer people want to participate in this project, so the Ragemap every year is smaller and worser (at least in your opinion) cuz lack of people. also, mappers have different levels of skill and experience.
3. a few words about my part: I personally wanted to take part in Ragemap just to practice for my future works in terms of level design and entity stuff. maybe I'm not as talented as Hezus, but I'm trying to make up for it with atmosphere, level design, and my style, if not gameplay or puzzles or whatever you need. my part is my debut work in Svengine/GoldSrc at all, so it's important to understand that I can make some mistakes.
Besides Svor, there is also a bit of the map "Good Old Time"…
The map is quite ugly, even for 2004, with a lot of huge areas, empty rooms, and stairs that lead nowhere. Map D is very repetitive and gives a strong sense of déjà vu, since you keep restarting in the same place all the time! I only finished the map because I am a patient person and curious to see how things end!
This is by far the worst ragemap. 4 small sections, three of which you shoot respawning enemies in a small box as if it's a map straight from 2004. Each year they have been steadily getting worse. After the 4th section it gives you a fake out as if you'll get one last section but then it just abruptly ends.
InsectMeNot
I took some minute playing this map and I think is similar to Svor (http://scmapdb.wikidot.com/map:svor)… probably because of this RandMap…
No walkthrough video yet?
There are many that I don't know the way going.
It seems these are problems in the original version too. Buttons that do not open doors, buttons that can only be pressed once but doors will open just for a few seconds, etc. All bad use of triggers. I will be fixing them and uploading a new version, so it is at least playable without softlocks, thanks.
As you told us, I think this is some trigger problem. I would like to fix it, but I still don't know how to edit maps yet.
Are you near Brazil? I'm asking because of possible lag issues and also to recommend playing this map on the HLDM-BR server. I don't know which version they installed, but you can play it there without problems!
PS: I think they use the original version… I'm pretty sure that I heard Spanish…
Yes! You got it all right. Why didn’t it work for me? And it’s not just me, when I tested it alone with a friend, we couldn’t finish it either. Should we not download the community edit version?
The map started off easy, but near the end it required jumping skills that I don’t have and a lot of patience in the "button" area for someone playing solo. I used my teleport script until I couldn’t take it anymore!
Great series of maps by Turrican! But it seems that he has "disappeared."
PS: There is a misspelling error: Unfeasibly Large Keycard not UnfeasAbly.
PS2: There is/are NSFW…. my bad!
How are you playing half-life today?
I have played some server that hl is their main map.
The only I have seen is they was race rushing.
It's annoying, and I want this anti-rush on them.
In cap 2, I think the button you are talking about is in 11:22 in my video (see on the Video section)! The chainsaw boss is on the Cap 5…. he comes from a room at the top floor (1:31:58), right?
Of course. In Desastre_cap2, after going forward and climbing up a ladder to the second floor, clearing out a few Houndeyes, then going through the window on the left, there's a button. But after pressing it, the door ahead didn't open, even though it does in other people's playthrough videos.
There's another map, I can't remember which map, where you have to keep climbing up floors. When you reach the top floor, turn right and go straight to the end, there's nowhere else to go. I was wondering if a script just didn't trigger. I noclipped through the wall and found a chainsaw boss stuck behind it. So I'm guessing that when we get close, that boss is supposed to break through the wall and attack us, but it didn't, it just stayed stuck in there.
Well. It's only take 11 coins to get bonus Minigun Weapon (Need 12 coins) in respawn place in coldburn_2_r (Map only from Version V1 - Community edit). This weapon no need necessary due nearly end map and already Stachel Charge to clear end place.
in discussion / Map Comments » Black Mesa Training Simulation: Resonance Cascade
Hi, Thanks for playing the map:
1. The Pillow damage has been rectified in a newer update coming that is replacing the AI generated content
2. The map is more Survival-Horror, so ammo is very limited, it is also limited on player count and with additional rooms like the chemical lab storage, the basement shutters and A-106 and B-201 dormitories provide a lot more ammunition if you find the requirements
3. Aliens have been calmed down and given a new shuffling timer to avoid overwhelming the player along with replacing the limited amount of Xen-Makers that were stacking the enemies, so that has been rectified and I understand it is annoying
4. Items disappearing was actually a fail safe for multiplayer, as trolls would take important items and kill themselves on the tram platform or jump into the Radiation. Important Key Items such as Keycards, Toolboxes, Valves and Elevator keycodes will respawn after a duration to avoid soft locking.
5. When you turn on the Security System in the Area 4 Desync Scenario - the warning sign states -The Security System is Glitched and Targetting all non-authorised personel' all the zombies and even Gonomes on non-storymode have Security Skins as they were once Authorised Personnel, there is also a billboard kicking around that states this, however I will put in additional hints to indicate the Turrets are glitched
Storymode is actually the one that most people complete solo first before moving on, I would also advise multiplayer if you wish to have a joyful co-op experience with friends who find similar types of map fun, however even the hardest difficulty on Tortured and even Hellbound Tortured has been completed in Singleplayer - its a gimmick to make the map more replayable as the years go on
The next update is basically delayed until I have the remaining content replaced, and with my current situation getting slightly worse, I'm not entirely confident when that will be released
I hope you understand, Thanks.
I finished as single player at rookie difficulty.
I spent on 7+ death and finally end it.
1.When first playthrough, the map doesn't have many path signs to tell and it make player very confusing to find rooms of that wing.
2.Some places have script to spawn enemy when player triggered them which is I don't like it.
3.The driving stage is difficult to beat alone and make me died many times.
When I first played this map but I haven't finished it.
Soundtracks are very scary, The darkness, The super puzzles with super random
each playthrough and most Iconic monster like gonome.
Then I really haven't wanted to play this map until now.
This time I have my intention to finish it whatever.
Anyone who joined while I am playing want to try rtv just like my first time.
After I finished map :
1.Too many keycards, They're good for open those rooms for farming but they
also make inventory seems roughly too.
2.I always have come back to this site and see the detail I needed, Because
you always have no idea what to what in game.
3.Some of aliens or soldiers which silently respawn without portal effect in front of you and make you dead which is stupidly.
4.Because more routes, I always get lose and hard to remember location of items.
5.First time I had no idea where Dr Zaan body was, it took me dead around for 3 - 4 times until I found him dead on top floor at classroom area.
Since I played alone, everything seems to easy to kill however it's still hard playthrough and no difficulty selection (or difficulty may scale as amount of player).
in discussion / Map Comments » Black Mesa Training Simulation: Resonance Cascade
Playing this map mostly required multiplayer.
However, I managed to finish the map with single player by multiple tried.
The reason single player would not recommend this are:
1.melee to monster is horrible pillow damage.
2.aliens spawn very frequently compare to limited ammo for those freaks.
3.Aliens will spawn at area which you weren't spawned there and they stack are horrible.
4.do not drop items for long time , And they will disappear.
5.A room with turrets together with zombies but not fight each other, which is un make sense.
From based on the above , I played story mode with no military enemies.
Recent edits
| map: Run 3 | A | 11 Mar 2026 00:31 | (rev. 34) | mauricioozaki |
| video: Run 3 | N | 11 Mar 2026 00:23 | (new) | mauricioozaki |
| map: Space Prisoner | A | 10 Mar 2026 14:57 | (rev. 46) | Starlight-Dash |
| map: Fun Fall | A | 10 Mar 2026 12:23 | (rev. 8) | redmyclan |
| map: Fun Fall | A | 10 Mar 2026 12:22 | (rev. 7) | redmyclan |
| map: Fun Fall | A | 10 Mar 2026 12:21 | (rev. 6) | redmyclan |
| map: Fun Fall | F | 10 Mar 2026 12:20 | (rev. 5) | redmyclan |
| map: Fun Fall | F | 10 Mar 2026 12:20 | (rev. 4) | redmyclan |
| map: Fun Fall | F | 10 Mar 2026 12:19 | (rev. 3) | redmyclan |
| map: Fun Fall | S | 10 Mar 2026 12:19 | (rev. 2) | redmyclan |
| map: Fun Fall | F | 10 Mar 2026 12:19 | (rev. 1) | redmyclan |
| map: Fun Fall | N | 10 Mar 2026 12:18 | (new) | redmyclan |
| map: Conect | A | 09 Mar 2026 18:45 | (rev. 21) | mauricioozaki |
| video: Conect | N | 09 Mar 2026 18:43 | (new) | mauricioozaki |
| map: Hopelessness | S | 09 Mar 2026 17:14 | (rev. 34) | Zorik6458 |
| map: Hopelessness | S | 09 Mar 2026 13:17 | (rev. 33) | Reuniclus-579 |
| map: Hopelessness | S | 09 Mar 2026 13:12 | (rev. 32) | Reuniclus-579 |
| map: Hopelessness | F | 09 Mar 2026 13:02 | (rev. 31) | Reuniclus-579 |
| map: Con Force | A | 09 Mar 2026 02:26 | (rev. 78) | Garompa |
| map: Half-Pipe | A | 08 Mar 2026 21:28 | (rev. 9) | mauricioozaki |










































































































































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




































