ts so peak man
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Okay, sorry, I have corrected the log
It was already past 10 pm on my side when it was released. I wanted to finish quickly and go to bed, and I hope you can understand.
'Barnaby can control the turret' is caused by the game engine, not something I changed
I don’t mind small edits for things I may have overlooked, like the headcrab gorilla sounds in the .gsr file which I appreciate, but this is much more than a fix.
To simply grab my ported maps, merge them together, make small script and cfg edits, making other significant, undocumented changes like Barnaby being able to control the turret in the end of the series or adjusting assassin damage without detailing them in the changelog, and then call it a “fix” and post it right under my nose without contacting me first is really rude and disrespectful.
In the future, please contact me if you want to discuss changes about the port. If you want to release your own major edit of the mod, create your own separate release page and provide accurate and complete logs. Do not post edits on other people’s pages and call them a “fix”. It’s disrespectful to the original mappers and porters’ effort.
EDIT: Regarding the note on the page that states: "⚠️ Community edits are recommended due to bug fixes"
Can the fixer care to explain what bug fixes they are referring to that would justify this recommendation, when the primary changes were grabbing my maps and merging them?
in discussion / Map Comments » Black Mesa Training Simulation: Resonance Cascade
Sounds Great, I know I need to get to converting all the sounds to .ogg
I have an update coming out this week hopefully, but I want to get sounds sorted afterwards so i'm not rushing to get it all fixed in one massive update.
Could you send it my way through discord/steam and i'll include it and give you credits for contribution?
Cheers!
good shit one of the ports and mods of all time maybe even worth the best of 2025
Very good map with good puzzles choices and mysteries to solve inspired by Afraid of monsters and Cry of Fear. Although, the map need very good skills and players to be able to finish it.
anti climactic boss when youre armed to teeth and know how to counter robogrunt's weaknesses, ala energy weapons like displacer or egon
one of the combines was stuck inside a trigger_push so we had to xbow jump + grapple just to hit him and we were clearly outside the map
Oh my bad , looks like i misunderstood your comment , yes you can say that , a room's successor.
Enjoy !
Understandable, that's why I said successor instead of sequel. Probably should have used "spiritual successor" for highest clarity. Will be playing it with my mate soon
in discussion / Map Comments » Black Mesa Training Simulation: Resonance Cascade
Hi,
Thanks for making this. I was able to bring down the sounds folder from 160 MB to 56 MB by compressing with ffmpeg using adpcm_ima. Let me know if you are interested, I can attached the compressed files and you can take a look if it's worth considering.
Hi, thanks for making this.
I noticed some particularly large .wav files in your sound folder that can be compressed significantly with adpcm_ima. Let me know if you are interested, I can attached the compressed files and you can take a look.
hello Chimz76 , well this map is not a sequel of the room map , the room was just a small inspiration for me to make this map , maybe the design is similarity to the room map , but there is no connection between them.
This map has a few pitfalls but I really enjoyed it! It’s diverse and fun most of the time!
The map is fun with good puzzle to discover and getting the nice Halloween touch. However, the zombies are sometimes too many, and it seems that the map is not adapted to a small number of players.
Very cool maps!
I really like all maps I've played from "takedeppo.50cal" (I thought that he/she was the same person from UBOA maps), they are creative and funny! Daikon is a long series, I loved, but the second map is confuse…. I wasn't able to plant the bomb, the info was not clear and only after I asked on a the server forum I manage how to solve it… we have to plant the bomb in the "glasses"…
The last problem is about the "final boss", there is a few time and too much XP for them… looks like the two apaches from the "Airport" map!
Let's play and see if this has improved upon the mistakes of the old one
Ok fixed, Are you talking about the sound effects in the st_mission/music folder? That was intentionally designed by the original author
no spawn points available in hauntedsouls-b3 (merged) no survival mode. also all maps have a zombie moan ambient sound constantly everywhere
This is a very different stab at the Ghoul's Forest idea that I personally think will play better to Sven Co-op's strengths than last year's map did. We listened to feedback, tried to plan ahead, and got very busy and rushed things again.
The feedback we took from last year particularly to heart was:
-Needs clearer direction/idea of how to progress
-Ammo was too scarce for the bullet-sponge monsters
-Too easy to get lost/lose the monster in a very large and dark map, creating lulls in gameplay
-Needed more variety in gameplay
This is a bit more of a standard horde map this time around. Principle changes include:
-Instead of a big, detailed map where it's easy to get lost, the map is much smaller and broken up by simple, less obstructive landmarks. Ghouls can still get lost in the map momentarily, but only long enough to creep back up on a player.
-We decided that if we're going to give monsters large, invisible pools of health while giving the players slow weapons, we might as well litter the map with ammo. Players should find ammo far more plentiful than the previous iteration as long as they're looking for it.
-Instead of fighting a single monster at a time, the players fight waves. In part because we rushed things, the player only needs to kill the boss Ghoul to proceed. I kinda like how this turned out because players can rush to the next wave, combining ghouls from one wave to the next and causing a more intense situation. Interested in feedback on this approach.
-I drop an extra jump-scare enemy in with each wave— as as treat. They're optional to kill, but like the approach mentioned above, will build up devastatingly if players ignore them too long.
-By including a bunch of weaker enemies, there's a way for players to diversify their damage output focus and get short term gains opposed to only picking away at the giant to make forward progress to the end goal. The giant also becomes particularly impotent once its entourage is completely peeled away, so players who take the time to rid the map of its minions will be rewarded by dominating the objective.
Big ups to tamagone, Chimz, and darkfvtvre here at SCMapDB and King David, hype-vhs, and WishesForFishes over at KO for everybody's constructive criticism (if you offered criticism and I left you out, it's just because I'm spacing out- I appreciate all the feedback we got). Hope to hear more from all of you, and I hope to have another map next year.
Stay spooky!
Recent edits
| mapper: Chimz | S | 15 Nov 2025 14:07 | (rev. 5) | Chimz76 |
| map: 7 Hours War Killing Combines | S | 15 Nov 2025 09:43 | (rev. 36) | redmyclan |
| map: Infinite Rift | A | 15 Nov 2025 09:11 | (rev. 51) | Reuniclus-579 |
| map: Infinite Rift | S | 15 Nov 2025 09:10 | (rev. 50) | Reuniclus-579 |
| map: Infinite Rift | F | 15 Nov 2025 08:57 | (rev. 49) | Reuniclus-579 |
| video: CraXnHaX | N | 15 Nov 2025 02:49 | (new) | mauricioozaki |
| wadfile:ballard-wads | N F | 14 Nov 2025 05:47 | (new) | Aeomech |
| video: Space Prisoner | N | 14 Nov 2025 00:47 | (new) | mauricioozaki |
| map: Half-Rats: A Fever Dream | S | 13 Nov 2025 07:27 | (rev. 67) | Reuniclus-579 |
| map: Sven Life | S | 13 Nov 2025 05:50 | (rev. 37) | redmyclan |
| map: Sven Life | S | 13 Nov 2025 05:47 | (rev. 36) | redmyclan |
| map: Half-Rats: A Fever Dream | S | 13 Nov 2025 02:55 | (rev. 66) | Reuniclus-579 |
| review: Chimz's Review of Death-Wish (V1.0.1) | S | 12 Nov 2025 16:44 | (rev. 18) | Chimz76 |
| video: Laundromat | N | 12 Nov 2025 15:10 | (new) | mauricioozaki |
| review: Chimz's Review of Death-Wish (V1.0.1) | S | 12 Nov 2025 13:26 | (rev. 17) | Chimz76 |
| map: Hidoi Map | S | 12 Nov 2025 12:19 | (rev. 20) | Reuniclus-579 |
| map: Hidoi Map | F | 12 Nov 2025 12:13 | (rev. 19) | Reuniclus-579 |
| map: Keen Halloween | F | 11 Nov 2025 16:24 | (rev. 179) | Garompa |
| map: Keen Halloween | S | 11 Nov 2025 16:23 | (rev. 178) | Garompa |
| map: Keen Halloween | F | 11 Nov 2025 16:19 | (rev. 177) | Garompa |












































































































































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





































