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Keen Halloween 
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| Author | [Part 1] - Keen, Turrican, Indulgence Inc., Mr. Mazur, g1l, Xirex - [Part 2] - Katana, g1l - [Part 3] - g1l, Soctom, Moaby - [Part 4] - Keen, Sence - [Part 5] - Keen, RNG, Mr. Mazur, LemonSoda - [Part 6] - Keen, Nih, cyberdaemon - [Part 7] - Keen, Turrican, w00tguy123 |
| Date of release | v7 (remaster, part 1-7) - October 15, 2018 v6 (remaster, part 1-7) - October 7, 2018 v5 (archive update, part 1-6) - December 10, 2016 v4 (for SC 5.0, part 1-6) - February 20, 2016 v2 (part 6) - February 2, 2014 v1 (part 1-5) - November 5, 2012 |
| .bsp filename | kh1, kh2, kh3, kh4, kh5, kh6fix2, kh7_preview |
Download mirror(s)
Community edit (remaster):
SCMapDB - v12
GoogleDrive - v12
Original:
SCMapDB
⚠️ Community edits are recommended due to bug fixes, but they may not play entirely the same as the original.
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Description
A Halloween themed map. The project initially started as a quick map to be created and released four days before Halloween, but turned into a massive community project that has been in development for several years.
It is a combination of fun zones, puzzles, secret hunting and some walk through areas with monsters to form a very loose story/goal. It is a series of maps consisting of many parts built by different members of the Sven Co-op Forums community.
Additional info
Known Issues:
- Make sure metamod is updated if you are using it.
- kh2.bsp may not run on dedicated servers.
- The flying boss in kh7 has a strange behaviour in one of the attacks due to a map problem (in Garompa's remaster only)
A WIP version of part 7 was uploaded August 11, 2016. It was then finished by Garompa in 2018 and included in his remaster here. The source files for part 7 are available here.
Additional credits
- Tuesday's Avenger, iLLuSioN, cyberdaemon, Nih, cSMG, hrothunder, JPolito, Silencer, Cesar, Eisen, unconwar, WAR_Nuker, enji, takedeppo.50cal, Vorinc, AdamR, hydeph, StreamFox, Trempler, Rumpel, Cocyx The Skeleton
- Keen - Glued all of the parts together and bugfixed the hell out of everything.
- Garompa - Remastered, fixed tons of bugs, and added a proper ending.
- Sparks - extra ripenting knowledge
- Pokerman - bug reporting and fixing
Changelog
Community edit (remaster):
- Restored arcade minigames on all maps from the original version, except the kh3 pong arcade machine, which originally was incomplete, but I restored it from a leftover KH credits map that was unreleased
- Fixed the triggers and made more obvious to find the secret crystal for progression
General:
- fixed displaynames on all enemies
- Fixed many enemy blood colors
- fixed trigger hurt with humongous damages that would heal players instead
- New model for the barnacle, as the previous one had a missing face. Now its a true hole in the ceiling
kh3
- Power crystal sound is now unlooped
- Ghost near the crystal now has fixed entities, players wont be able to walk through the wall and it will trigger the sentences getting near it. He is also now ghostly with hologram mode
- unknown individual near the ghost now disappears properly
- floating lights poles not showing up now show up and have collision
- The catacombs zombies are now properly mummies instead of police men called "Solider"
- Female zombies now have female zombie sounds
KH4
- riker push box at start now has more hints around it and will get destroyed when its objective is complete
- acid pool is now brighter to match the sorrounding acid around it that cant be rendermoded
- The useless secret is now useful, giving you a displacer
- Added text when picking up keys
- Added text for canister pickups
- Fixed displaynames on special mobs that have rendermodes
- Changed trigger hurts with 99999999999999999 damage to 99999, otherwise it would heal players
- Added a bit more health to kingpin boss, it was too easy (literally died in one second)
- Fixed timing on picking up cubes
- Fixed barn padlock not breaking (typo on name)
- Getting on top of the barn was impossible, now it was made easier with ladders
- The UFO fight now has custom models for some of the aliens so they are aliens again and are not replaced by the global replacement file as zombies
kh5
- Fixed bloodcolor on headcrabs and skeletons
- Enhanced the water egon area with props and invisible ammo as well that respawns instantly, so you easily get ammo by getting near the area instead of annoyingly jumping in and out of the water and getting stuck half of the time
- Made the lava have better effects at the demonic portal
- Fixed spawnflags on the lava trigger hurt of the demonic portal, it now kills npcs and players (before it didnt, getting npcs stuck and might soft-softlocked the map with an npc that fell not being seen by players and assuming the map broke)
- Added a multisource to the secret crystal at the lava cave demonic portal just in case
- Added collision fixes for the triangular light pillars in the demonic portal cave using invisible xen_fungus small. Previously players could get stuck on them by just walking to them.
- The villager now has a villager outfit and a scientist voice, and he just yells at you instead of using a tacticool radio that doesnt exist, and he will also be yelling them himself
- There are now more villagers but they have normal health
- To prevent rushing, the headless horseman fires are now almost invincible until the fires activate. They start with 200k health and when the fires activate they change to 2000 as they were by default
- During the water pit area, the second water level is now invisible until it reaches the first water level, and the first one will become invisible. This will create the illusion that there is no other level of water moving underneath and appear seamless
- The water pit eerie npc unknown individual will disappear as intended
- Fixed displaynames and blood on gonomes
- The closet in the barn is now made more obvious for players with hud info added, and the monster spawns are fixed (previously a headcrab with the intention to be a gonome is now a gonome, and a headcrab)
- The closet key in the barn is now more visible to help players
kh6
- Weapons with rendermode 5 are now not additive so they can be seen. This 5 was because they had a faint glow shell
- Made lava brighter
- Fixed lava env shooters
- Skeletons dont have blood anymore
- Made a small light on the floor near spawn an illusionary instead of wall, players would get stuck
- Made the item displays on the picard coin board more visible and obvious. The red pulsing shows what you yet dont have
- Fixed sharks and bullsquid bloodcolors
- Fixed model bodygroups on the mine zombies that were all policemen before
- Fixed freeman boss from Tor to controller as intended by the model used and added some air nodes
- Robot lover voice is now global
- Made the key model easier to see and gave it a real model
- Added more text for the Picard coins that were missing
kh7
- Fixed some zombies being alien slaves (they had zombie custom models and sounds but wrong monstertype), they are now zombies for real
GENERAL
- Fixed squadmaker spawnflags, those without intention to be cyclic or that have monstercount 1 now have the cyclic flags removed
- Fixed triggerstate on all trigger relays
- Fixed game counter initial amounts and remove on fire flag
- Fixed displaynames on most enemies
MAP 1
- Added more hp to final boss
- Fixed coin texts not appearing
- Fixed picard trap entity logic and sound
- Fixed rendermodes for squadmakers
- Fixed sharkgun squadmaker xenmakers, amount of sharks changed to 1 and max of 3 and now spawns ammo after the first shark kill
MAP 2
- Artifacts now appear as func wall after positioning them in place, instead of disappearing
- Fixed abovescream ambient generics with a trigger random
- Fixed gold picard coin, its now 3D and can be in 2 places, randomly chosen at map start
- Text spam no longer present
- Underground orbs are called that now instead of blue
- Spritetrains are now all additive, previously some weren't, specially the ghost
- Water now has proper rendermodes
- Rain effects have been completed and restored, leftover entities have been used now, and water splashes for extra visuals added too
- Rain conveyors were added to other areas as well so everywhere is raining
- Fixed the sometimes and sometimesalso squadmakers and trigger randoms so they now work properly
- Added renderfx slow pulse to most fog sprites that had it missing
- The ending has been enhanced. There were leftover entities not used intended for a final fight, and now they were fixed and reused! Once the artifacts are in place, the fight starts, and then the bone wall opens after their defeat
MAP 3
- Fixed floating lights, they now have a pole
- Added more rain conveyors where it was missing
- The artifact now stays glued to the center of the boss fight instead of disappearing
- Fixed and added pizza slices to unlock the secret ending
- The shortcut to the boss has been fixed, it updates at spawn when reaching the boss area
- Shortcut to the secret area is updated when pizza is complete
- Removed distantlandplease info teleport destination that wasnt used and was nearby a working one
MAP 4 and 5
- I don't even remember, but QoL stuff, some entity logic fixing here and there
MAP 6
- Made the acid water have correct angles and a better effect
- The lava now glows properly
- Fixed squadmakers that were outside the map bounds
- Spawn3 fixed angles
- Fixed baddies triggers to get them to be enemies, otis had issues
MAP 7
- Added friendly npcs that help when you capture a portal, but they are removed when the final boss fight starts
General:
- All changelevels have brush models assigned and added USE ONLY flag if needed
- Added damage on all doors to be infinite if wait -1
- All trigger hurt to have correct damage type
- All trigger hurt now have a million plus damage if they are intended to instantly kill (xpmodders die!)
- Added level change sprites
- Added a teleport pad on some of the maps that didn't have a logical way of how did you even get there
- Removed aiscripted_sequences that were leftover and blank (keen used these for mapping marks)
- Changed trigger_random_time and _unique deprecated entities to trigger_random with timed and unique spawnflags
- Changed info_player_start to info_player_deathmatch
- Picard coins are now 3D and animated. They are now item_security pickupeable non respawnable items, and the use of trigger_once for them has been disabled and deleted :)
- Made the ambient_generic sounds use the new playmode keyvalues for proper looping or stopping
- Fixed ambient_generic sounds that had no spawnflags
- Orbs are now 3D as well :)
- Music files are now ambient_music and not ambient_generic
- Removed entities from the pong and tron and other arcade machines, rendering them unusable and just aesthetic arcades. They were very cool additions but causing lots of problems for players and servers.
- All func_doors and func_water now have monsters can't flag, except the func_door_rotatings that potentially could get stuck with some nearby npcs now have only 10 damage on crush
- env_glow deprecated entities are now env_sprite with glow rendermode and start on flag
- env_sparks that weren't being used are now triggered properly
- All env_sprites now use framerate and start frame keyvalues for proper playing their animations
- All trigger_cameras now hide the hud and make all players participate including dead players, and make player invulnerable most of the times
- Removed ambient_generics that had no sound specified and no targetnames or used null.wav
- All the squadmakers now have the auto size bb box flag
- entities without targetname that weren't being triggered are now triggered at map start
- All env_xenmakers that spawned enemies are now squadmakers, and the others have been reduced to 1 of each style to be reused by squadmakers as teleport effects
- Sprites without rendermodes have been fixed
- Sprites using .mdl now are item_generic
- monster_furniture is now item_generic
- item_generics have been tweaked so they don't fall underground
- Doors and buttons now all have sounds
- All the picard coins tracking displays now have little picard coins instead of glows
- Adjusted starting weapons according to the weapons you can find in the current map (if they were in the map, you don't start with them). First map starts with no items. Following maps increase starting basic ammo and armor.
- Merged all .mdl external files (sequence and textures)
- Lowercased all files including the references
- Moved 2 models that were in the default models folder into the keenhalloween folder
- Added 3D skybox clouds to make maps more interesting, some of them are stormy clouds in maps that rain. Had to increase the max render distance of each map for them to work properly. This could mean a bit of lag in very low end computers
- Fixed the bronze coin sprite so its an alphatest vp paralell. Made it a new sprite just in case
kh1:
- Moved the weapons at spawn to a more believable place (near the dead barney booth and the barnacle near the green goo at spawn), and removed the starting weapons from the .cfg that made no sense with this. And added an extra weapon_357 at spawn that would be missing with this, due to presence of 357 ammo
- Added m16 next to the ARgrenades, as it was missing
- Gave the hidden crossbow breakable a hud info displayname
- Moved the spawn radio song to the radio brush area
- Picard song can now be stopped or started properly
- The dead barney is now a hunger barney instead of black mesa barney
- Removed info_player_starts that broke the start of the map
- Enhanced the start teleport destination
- The start teleport destination now are 2 destinations
- Each trigger_teleport that targets it now has random destination spawnflags to prevent gibbing and have delay
- The second spawnpoint origispawn is now disabled
- The spawn door is passable and has proper sounds, and moves when you teleport in
- Made final door have monsters can't flag
- Fixed position of ammo spores at spawn
- Fixed some musics not playing or not looping properly
- Enhanced the intro map: Fixed train fog train sprites not working, fixed hologram sounds, made the pod glass more icey and visible and fixed the missing faces on it from the inside of 3 pods by duplicating the model, removed starting weapons and added them around the skeletons, and some other small details
- Moved the egon a bit away from the glass and turned it around so it cannot be picked up through the wall just in case and does not clip through the glass
- Replaced a trigger_counter with game_counter point entity
kh2:
- Some unused floating arrows triggering picard coins, with model 236 trigger_once3, were deleted. These were just duplicates of the arrow model, and all picard coins seem to be working fine anyway
- Same thing with model 235 func_rotatin2, these duplicates were deleted
- Fixed some random entities not playing because they were missing targets
- The pizzas are now 3D models :)
- The unknown individual in the picard secret room now teleports away when seen
- Restored the newspaper button
- Pizzas and food will give you some health
kh3:
- Moved some scripted sequences and squadmakers that were floating nowhere to the invisible boxes intended for them
- There was a floating green mp5 outside the map, probably used to precache the custom model for the squadmaker of the same gun, it was now turned into a custom_precache
- Moved a misplaced cryokeen npc with some of dialogue when you find the artifacts. The scene has been restored, with its keen voice and everything, and also changed the teleport destination's angles so you are not facing the wall, and also removed a setorigin that was right there doing nothing. Also fixed the npc classification and rendermode
- Deleted unused g1l_truck_1 path_track that was isolated. There are no track trains or any other path tracks in this map
- Fixed the gold coin trapdoor that couldn't be opened once again
- Fixed the boss teleport brush not being enabled. This is just in case
- Made the rain water splashes start at different intervals so they look better
- The mp5 was being spawned by picking up the mp5 and also the armorvest. Now the armorvest spawns an armorvest at spawn area
- Fixed game_text for picard coins not appearing
- Added loot to the pong area and made it open with the unused gold picard coin
- Added small more bonuses for finding 9 and 12 coins that didn't exist before
kh4:
- Moved model 248 redkeyarrow brush arrow that was outside the map to the red key model 250 area, and added it to the multimanager of the key. Also removed the start invisible flag on it
- Fixed pathing in the cave tunnels, and fixed ally state on the CryoKeen npc for the bomb
- Moved and reused the unused model 48 grndshkbrk func_breakable
- Fixed model 199 picard coin: Since the texture was badly misplaced, fixing the texture would result in version mismatch errors for this map, therefore it was replaced by another coin brush model 7
- Moved the scripted sequence teleports of scientist rescue npcs to an area inside the map and made them disappear for good instead of falling infinitely
- The cleansuit scientists to rescue are now classified as allies and in prisoner mode
- Moved the func_button secret 149 that did nothing to just a troll little thing where players can get to it at the mines
- Fixed wrong entity name in picardcoinkrang instead of picardcoinklang
- Made the shortcut teleport disabled at start properly (its behind a wall but didnt have a start off flag) so noclippers or rushers cant get to it just in case until its enabled
- Padlocks and keys are now 3D models. The barn shortcut will only open when you pickup the new barn key for the barn padlock as well. It's on the ground at the barn entrance in place of the trigger that was there
- Lots of xenmakers existed for each monster teleport effect. Kept only 1 of each and reused them for the squadmakers that they were supposed to be part of
- The inert cubes that did nothing now do something! Only cuber 1 and 3 existed, so I added a very easy to find cube 2. They are placed in the blue squares at spawn and will spawn all sorts of weapons and explosives when they are collected. Previously some of those weapons were wrongly triggered during spawn and after the ufo fight, so to compensate, those are now other squadmakers and fewer in power
- Fixed the clouds spritetrains that were not working
kh5:
- Turned monster_furniture into item_generic
- Turned the monster furniture bottles into pickups that give 5hp
- Made the tree invisible func walls actually invisible with texture rendermode so the models render inside them just in case
- Fixed additive mode on bats and ghosts
- Golden picard coins now give bonus ammo at unlocked weaponry, and all coins found gives you extra weapons at spawn
- Bronze coin will give you bonus explosives at spawn
- Added simple coin counters above the unlockables because this was missing
kh6fix2:
- Removed a "wow" game_counter that was not being triggered by anything at all, as well as a trigger_copyvalue
- Gave the trigger_changelevel a model and use only flag
- Added a failsafe to the acid water to disappear
- Fixed crystal display and pickups not displayed properly
- Fixed misplaced xenmakers for teleport effects on destinations
- Fixed misplaced squadmakers of several enemies
- Restored several enemies xenmakers into squadmakers
kh7_preview:
- Moved all the picard coins that were in front of the church, to other places scattered around
- Fixed the picard coin complete text and sound to be included in the multimanager for them, and fixed the sound "keenfinish" to have an unlooped once flag
- Added telepad custom models with glow textures for the 3rd spawn and second spawn to enhance them
- Added spawnflags to squadmakers that had them missing
- Added a bunch of info_node and air nodes for npcs. The node graph was missing
- Added a monsterclip in the 3rd spawn tunnel for the bosses so they don't spawncamp the players
- Replaced func_vehicle custom to the vanilla new func_vehicle entity from the base game now available in Sven 5.26+, this also means the custom vehicle script has been removed from the map and the cfg :)
- Enhanced the skull pickups a bit so they don't fall underground and are more visible
- Added cosmetic portals you can capture as you advance naturally in the map. It does nothing, just continues the original idea about you capturing portals throughout the map
- Made the minigun in the church stand out more with some glowshell
- Lowered HP of skull archons to 500, they are very tough already but not bosses right here
- Changed sky to fullmoon since thats what the lighting in the map was originally planned for
- Pushable physics were softlocking the maps with the game's version 5.26. All pushables now can be lifted so they will never get stuck again.
- Flxed overall file conflicts with other maps
- kh3: Added sounds to picard
- kh3: Added custom model for the Cheese Crab
- kh5: Fixed Headless Horseman event, now you have to defeat the portal and himself before being able to enter the portal
- kh5: Fixed hints to the Headless Horseman portal event
- kh5: Added subtitles for what the Headless Horseman says
- kh5: The pumpkins stop spawning properly after the Horseman is defeated
- kh5: Texts after the Horseman is defeated have been fixed
- kh5: Added a proper unique custom model for the Headless Horseman
- kh5: Timed Headless Horseman events properly
- kh6: Fixed a seam in the cave entrance
- kh6: Made the starting event trigger anyways when you attempt to start through the vent at spawn
- kh6: Custom dialogue sounds at start enhanced (they had low volume)
- kh6: Fixed event orders, now Nih's area is the last one to be visited for the boss fights to develop
- kh6: Added a couple more hint texts for objectives and events
- kh6: Fixed triggers around the hidden Gordon which is now hinted at and required to unlock Nih's fortress
- kh6: Some portal angles have been fixed
- kh6: Silenced all gordon clones, they no longer sound like barneys anymore, they sound like gordon ;)
- kh6: Changed size of the gordon pickup for a good reason
- kh6: Added more hints to objectives
- kh6: Fixed some sprites having bad rendermodes
- kh6: Fixed friendlies turning on the players when killing them (added all of them and the turrets as well)
- kh6: Fixed position of the robot lover ;)
- kh6: Fixed position of the turrets
- kh6: Made Nih silent so he doesn't sound like a scientist anymore
- kh6: Fixed some bad rendered spiderwebs
- kh6: Boss music now uses ambient_music and duplicates have been deleted
- kh6: Changed all the logic of the robotlover event, now it works properly
- kh6: Acid now kills npcs as well
- kh6: Changed and fixed a ton of things that lead to the ending
- kh6: Fixed some wrong monster entities vs. their intended custom models and sounds (slendermen)
- kh6: Fixed Keen npc so people can't kill it or distract it
- kh6: Stopped boss music after boss is defeated
- kh6: Fixed some portal sprites
- kh6: Ending is not abrupt anymore
- kh6: Added missing Dancing Gordon sounds
- kh7: Fixed skeleton teleport event not spawning skeletons
- kh7: Fixed position of a log clipping into a wall
- kh7: Fixed debris wall floating
- kh7: Fixed splash and sound of catwalk falling when there is no water anymore
- kh7: Fixed transparency on church windows
- kh7: Added glow to brain chunks
- kh7: Added more messages to keep track of the brain chunks collected
- kh7: Fixed picard dialogue sounds with the missing extra lines (credits to uberduck.ai)
- kh7: Moved some star trek enemies to the last area so nobody has to backtrack anymore
- kh7: Fixed some glasses rendermodes
- kh7: Added lowered respawn times for the tripmines of the tripmine puzzle
- Fixed some blood colors on many npcs
- Fixed some of the long texts (added \n)
- Fixed kh4.bsp weapon squadmakers
- Fixed kh4.bsp keen npc getting stuck, added many failsafes as well just in case
- Fixed plasma wall after the fight
- Fixed last map's boss fights and weapons/items not respawning
- Made end bosses easier
- Made flying drones glow red so they can be hunted down easily (they sometimes get stuck and were hard to find)
- Fixed the final boss fight in kh7
- Added a failsafe to bonus boss fight in kh7
- Updated .res file in kh7
- Added a motd file to kh7, with objectives and credits
Not open ended anymore!
Released for halloween 2018. This is a remastered version of Keen Halloween (the entire seven (7) maps - meaning this includes the previously unfinished last map totally playable), and it is the new improved, Keen approved and bug fixed version of Keen Halloween (hopefully this is final, if no further bugs are encountered).
It fixes crashes, broken models, broken puzzles, broken sounds, polishes file structure, updates models, deletes unused files, adds some missing, expands on the backstory, and gives the saga an ending! Yes, Keen Halloween 7, the final map, is added in this version as a fully working map with an ending. Maps are server friendly as everything has been done with ripent.
- Added Keen Halloween Remastered - lots of fixes and improvements:
-
- Added a fully working/fixed ripented version of Keen Halloween 7. Now there's an ending.
- Used w00tguy's re-repack of the original as a base
- Polished the file structure
- Merged, organized and cleaned global replacement lists, and .res files once again
- Added missing replacement models and sounds in the global lists (no more Xen aliens)
- Added new models, music and sounds for key characters, boss encounters and events, especially for kh7 (e.g.: jpolito and nih now have their own models)
- Fixed badly rigged version of Picard.mdl model to the fixed version by Peany
- Replaced broken old "hungerzork.mdl" with SC default they hunger vanilla "zork.mdl"
- Fixed "psychic_agog/whitecorpse.mdl" zombie model not working ingame (accept when prompted to replace files!)
- Fixed kh1 final boss model
- Fixed kh2 pizza missing slice (Chrondo may have a clue)
- Fixed kh4 secret crystals (they do something now)
- Fixed kh4 green cubes and picard coins (somewhat, they still don't do much due to missing and broken brushes)
- Fixed kh4 barn scientist being triggered from above
- Fixed kh4 underground doors being open before they should be
- Fixed kh6 enemy grunts at spawn not triggering the tunnel entrance
- Fixed kh6 secret gordon pickup crashing the game
- Fixed many models: got rid of sequence groups and external textures (no more x01.mdl, x02.mdl, xT.mdl)
- Improved ugly textures on turrican's old keyboard weapon (staying true to the source material) and updated hands (remappable)
- Added CryoKeen approved HD "cryokeen.mdl" and player model to match, replacing the old ones
- Fixed inconsistencies in weapons' hands by updating to new HD models! (kept they hunger artstyle)
- Added peewees for the barnacle grapple
- Fixed lots of missing "change_rendermode" (needed after SC 5.0+) to enable proper rendermodes for models intended by the mappers
- Tweaked all of the ingame game_text to not intrude into the crosshair's general area
- Tweaked game_text colors to be more consistent between each map (objectives, friendly dialogue, enemy dialogue, items, coins, etc)
- Added changelevel from kh6fix2 to kh7_preview
- Added somewhat of a backstory (somewhat explained cleansuit scientists, gordon freeman presence and brain, aliens, picard, nih, keen and neek)
-
Original:
- Resolved file conflicts with other maps (added a "_v2" suffix to model changes made in v6)
- Fixed model replacements for p_bgrap and w_bgrap (new models in v6)
- Recovered some missing files (fuchs_halloween agrunt and knife_deploy sound)
- Regenerated .res files (fixes missing models and model sounds)
- Added missing line to RES files: "models/hunger/hungerzork.mdl"
- Added missing file: "models/hunger/hungerzork.mdl"
Tags
2008 2012 2014 2018 boms community-edit fun halloween music puzzle scary secrets series size:large walkthrough
Rate this map
3.5 / 5 (23 votes)
Reviews
9 / 10 by J1MB0 View »
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.
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I played this series a few days ago and initially thought it was a single map, but to my surprise it actually consists of 7 non-trivial maps. It was very exhausting, and I wasn’t able to finish everything!
There are many secret areas and lots of missions. At the beginning, the gameplay is fairly intuitive and manageable, but the later maps become very difficult, and we only managed to progress because the admins were playing with us and had some cheats enabled to help.
I’d like to highlight three major issues:
Map 3:
A hard lock involving the artifact cart that needs to pass through a small tunnel to unlock an elevator to the underground area. The cart simply would not go over the step under any circumstances. We only progressed because an admin used a tool to lift entities.
Map 6:
After a lot of effort, we finally managed to build the robot, but nothing happens afterward. The only message displayed is: “Robot love is a beautiful thing.”
Map 7:
The map only ends after finding the six parts of Gordon’s brain, but once you reach the final area of the map, there is no way to go back. If a part was left behind, there’s no way to check or explore again. After spending so much time playing, this is extremely frustrating.
Overall, the map is fun and very challenging, but also extremely exhausting and frustrating.
After that, I will post a partial gameplay video (I need to merge three parts). I wasn’t able to record everything because it took too long, so I had to stop and do other things. When I returned, I couldn’t finish Map 7 because I couldn’t figure out how to reach some areas without cheats or playing alone.
PS: I put one or more hard lock because I noticed one hard lock, I don't know if some parts was solved by the servers admin!
3- until a patch is made for the game, corpses on the ground act as a wall to func_pushables. You have to destroy the corpses. I made the pushable liftable to help with it getting stuck but might get it stuck somewhere else. Cant really fix the game physics myself.
6: building the robot was bugged. I attempted to fix it, will check it out again. Its supposed to start flying around, so you can ride it and reach the 2 buttons under the bridge that have to be pushed simultaneously
EDIT: Ok, seems that you have to find some items and kill the 2 gordon clones to unlock the robot lover button.
7: you can go back using the grapple
Hi, Garompa!
I merged my videos into a single one and posted it (https://www.youtube.com/watch?v=b9o5c_zp_wg). It’s very long and obviously there’s no need to watch everything, but if you have a chance, please check between 1:53:30 (when we notice the issue in map 3) and 2:06:00, which is when the admin joined and lifted the artifacts. We initially thought it was exactly what you mentioned — bodies getting in the way — something similar to what happens in Sector E (also by Keen), when we need to push the rocket into the elevator.
About map 6, I think that really was the issue. I don’t remember destroying the clones.
As for map 7, I do remember trying that, but I think it was more a lack of skill on my part.
Anyway, thanks a lot for the feedback! I’ll try to play it again with more time and attention.
PS: It's possible the video is blocked due to copyright issue… I'm fixing it now!
Sven Co-op 5.24 patch has changed func_pushable's climb range.
KH2's energy box can't cross the frozen lake.
I made a hotfix for kh2's softlock bug.
https://www.dropbox.com/s/05jg0ym6q7233xv/kh2.bsp?dl=0
After defeat the Headless Knight, you will see a giant portal.
However player can enter the portal without killing the enemies spawned from the Portal.
Please fix it.
People usually rtv or tending to change map after defeat Picard's force.
After that, the map seems no longer have mission to do.
And they start thinking this is an incomplete beta.
Ended up RTV or Votemap.
In fact, this map has an ending, but they have no idea how many Gordon Freeman's brain remaining.
A reminder message will be useful to remind players how many remaining brains they need to collect.
Looks like there's an issue in part 4 where Keen is unleadable. Can't move the NPC no matter what is tried.
Thanks,
Adam Reece.
Yes, there is a known problem with the Keen NPC sometimes not triggering properly due to some circumstances. I believe there is a failsafe that triggers the events anyways after some time, but I need some confirmation on that.
This happens when it spawns and someone tries to interact with him very fast after it has spawned. This is a bug since the release of the maps and really don't know what is causing it.
If I had to guess, the npc needs to follow a scripted sequence path upon spawning, but interrupting him sometimes gets the npc in a loop of not knowing what to do. I will play this map again and see if I can figure it out.
EDIT: I played it over and over and the NPC works fine for me. I guess its under certain circumstances that it goes bug.
I have uploaded a new fixed version. Should take care of the engineer stuck problem for good. Enjoy :)
idk how to copy comments from other pages but here's what was on the part 7 page that was merged with this one:
Old comments but to clarify, vehicles work, just that they are kinda wonky just like any func_vehicle. The weaponmode_shotgun 1 is not a bug, but a mapper's choice and was left as it was in the first place.
There seems to be a problem with NPC pathing, or something related that is affecting the AI of Alien grunts summoned by Tor, and the Controller boss, both from map 7, making some people drop from the server when hosting it (doesn't happen if its hosted locally). I will try to find a fix for it. At the very least replace the monster entities or delete them altogether (bummer).
EDIT: It seems to have been just a coincidence. I'll need some more confirmation on this, but so far the map works as intended.
Garompa's remastered/fixed version of this is uploaded here now. See the changelog for more details.
lol I thought this had no end, but it does!. Problem is, the final boss has the wrong model (has an afraid of monsters barnacle model) and its a garg, so it just stands there waiting to die.
feature
ok then I guess good to know, it looked suspiciously intended and funny though xD
its not really a feature :_;
i need to fix it. as well as.. idk… improve all the maps if possible.. want to work on Keen Halloween 8 with Lossy :) so maybe with that release? :D
well, if you get around to that one day, so…before I forget… I noticed a map hole in kh6fix2 at the cave entrance, inside near the ceiling. Didnt test if I could just stack jump and fall off the map though.
The archive for this map has been updated to include models/hunger/hungerzork.mdl, which was missing (used to be included with Sven Co-op by default, but the name was changed due to conflicts with the Resident Evil map archive).
Please update your servers immediately. Otherwise, the model will appear as an 'ERROR' model.
Thank you JP, but I have to ask, why in gods name was a , included model like hungerzork, replaced to accommodate a unofficial map series that directly copys another game (Resident Evil).
Surely They Hunger is played more often? Surely I cannot be the only author to reference the Zork model. I understand changes get made to each release and sometimes that means breaking some mappers using content that was in previous versions, but dear god why? Resident Evil isn't even that good of a map :/
Enough servers were broken and a lot of people blame the game being broken on me even though it's the fault of whoever packed the Resident Evil archive, so I fixed it. This bug was affecting every server I tested it on. ¯\_(ツ)_/¯
Lulz, well, thanks for fixing it.
How to get past the first metal grate after the first fight in Keen Halloween 6? I remembered playing this map a long while ago and get past it with no trouble or having to solve any puzzle.
could you describe the area more or give a screenshot? it might be an old version but I'm straining to mentally place where your describing :o
Oh it's the very first area in Keen Halloween 6 where there are alot of allies and enemy transparent soldiers. after you killed them all, the grate leading to the cave with alot of fast jumpscare zombies will open or something, except it never does in my game (i actually got past that with no problem in my old playthrough, don't remember how). Also, some visual are missing such as 2 seizure guys on the wooden billboard and such.
I'm playing the latest version of Steam Sven Co-op with Keen Halloween pack downloaded from this very site.
i activated cheats, specifically sv_cheats 1 godmode 1 cl_noclip 1 and spammed the spawn with give rpg_rocket
I was able to open the grate if you mean this one, i believe you must kill all the glowing soldiers in order to trigger "Keen" to appear and open the grate, they can be hideing on the lava sometimes and not die. so try activating cheats , godmode 1 and spamming "give rpg_rocket" in console until it opens. if you can figure out what specifically opens it tho, give me another post or if your able to with conventional weapons.
https://s32.postimg.org/9y6ug90p1/20160729170030_1.jpg
Thank you very much for replied. I tried your method and it didn't work. But it appears that i have to shoot one of my allied glowing soldier and kill him (or all of them, didn't fully tested yet) in order for the event to trigger. Because i begin the game by crawling into the airduct connected to the battlefield and sniped all the enemies, this probably broke the sequence as our allied soldier didn't get wiped out as intended.
no problem, sorry about the bug, thanks for the bug find! i'll see if i can ripent a fix or some such thing