Intruder
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Intruder
Author | Turrican |
Date of release | v2 - December 25, 2011 (SC 4.6) v1 - September 2, 2010 (SC 4.5) Beta - April 1, 2007 |
.bsp filename | intruder |
Description
You have come from space, intrude into one of the millitary bases and kill a bunch of monstrosities without elaborating anything further.
Additional info
Indeed a big monstrosity awaits you…
Additional credits
N/A
Changelog
Tags
Rate this map
3.9 / 5 (10 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 1641 maps for Sven Co-op! Here are a few:
page revision: 55, last edited: 10 Jul 2022 06:27
Simply put, I think this is the gold standard for vanilla Sven walkthrough maps for many reasons.
Progression in combat encounter difficulty goes up gradually from start to finish, weapons are given to you with even progression, combat encounters are dynamic and well-designed, and the visuals are great.
Also, importantly, the map gives you enough ammunition; the map frequently gives you 9mm ammo boxes for your uzis and MP5. I never understood why so many maps trickle 9mm ammo to you in pistol and SMG magazines, as if it's a walkthrough map where there's only 1 player that needs ammo.
There's even some randomization on the first few sections of the map to keep you on your toes. This is in the form of alternate paths that may or may not open up.
Intruder has various points where enemies will "ambush" you (doors open up to reveal enemies, snipers will spawn, etc) and I complain about this in some maps, but the key to its good execution here is that you always have a path to retreat.
Much of this map's design feels more like a good deathmatch arena than a singleplayer hallway-style map, even if it essentially is a linear hallway in terms of progression.
The opening dock area, for example, gives you a lot of space and multiple directions of movement to deal with grunts and turrets—it can seem overwhelming at first, but you're able to choose which enemies to pick off, staying out of the range of turrets while fighting grunts.
The Kingpin battle is another great arena, which has you fighting a Kingpin in close quarters, but you're offered a lot of hallways to take cover and move around in, meaning if you're careful, you can avoid most of the Kingpin's attacks.
This is in stark contrast to the usual usage of the Kingpin enemy in Sven maps, where it spawns in a huge empty arena with no good way to avoid the energy ball and zap attacks, hence little interesting counterplay.
The map is not only well-designed for gameplay, but the whole place feels like it could be a real facility, with all parts feeling like they belong.
You start in a futuristic loading dock, end up in a warehouse area, and go through barracks, server rooms, and some sort of lab.
I can't say enough good things about this map, I think. The only negative I can think of is that there are several sections where you have to shoot enemies through grated floors which make them very awkward to see.
the end of the best mapper
secretcitykeen is made by keen inspirated in what turrican did in secretcity3. Turrican did not map this as far as I know, he disappeared so keen wanted to honor his memory.
Knowing keen has like 78+ unfinished maps and map sequels announced but not even started, I'm assuming you will never see the sequel to secretcitykeen.
EDIT: Streamfox is right, 99% turrican made
As far as I know, or at least how I got told, is like 99% of secretcitykeen made by Turrican and keen just slapped his name on the map, then got released. It meant to be a collab between them, but like Turrican made almost the entire map.
Now if you compare secretcitykeen to any of Turrican's maps, you can see some resemblances, layout and detail wise.
Both interesting theory's, plausible, but both incorrect.
I would never steal Turrican's work and just slap my name on, ask Turrican yourself if you disbelieve me, but I remember very distinctly that Turrican wanted me to "finish" the SecretCity series, yes , with "secretcitykeen2", which is laying around here somewhere, I did make that map, he made the spawn area and I made the rest.
Again, Turrican made ALL of SecretCityKeen, with the intention for me to finish the sequel. Turrican made the spawn and about 25% of SecretCityKeen2 I made 75% of SecretCityKeen2 which is somewhat released, just need to reupload/find a link/make a new page.
Related: https://forums.svencoop.com/showthread.php/38452-I-Did-NOT-Make-SecretCityKeen
Edit: https://forums.svencoop.com/showthread.php/43002-SecretCityKeen-2-Alpha-The-Big-Co-op-Map-Test-2
The link to secretcitykeen2 should be somewhere on this page, I can't access it, I'm permanently banned from the forums, and my proxy's won't work right now. Let me know what you folks find or don't find, I can reupload secretcitykeen2 if you need it.
Sorry my bad, now that you said that, I remember. It meant to be a two map series. Just only the first map made by Turrican got released as a beta.
It's ok. I wish you guys didn't hate me, I am getting my life together, you seem very nice here on scmdb and helping with 7 day map tho, thank you.
Nice map, it's lack of optimization in the last part (where the kingpin spawns) but it's very well-made and playable.
YES WHY HAVEN'T YOU
Thanks,
Adam Reece.
Great map. Lightning is pretty good, architecture is looks great and gameplay is fun. It gets kinda mazy at one point so if new player joins, he might have trouble getting to the action.
err yeah more brilliant architectural wizadry from Turrican and a very random end boss, worth playing the map to see.