Nira Tactical Facility
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Nira Tactical Facility
Author | KelpFarm2000 |
Date of release | Beta 1 - January 30, 2003 |
.bsp filename | nira1 |
Description
Primary Objective: Penetrate Sector 18's Security
Secondary Objective: Destroy Auxiliary Generators
You have been sent into hostile Siberian territory with an elite kill team. The goal of the mission is to incapacitate the NTact facilities and foil any secret projects along the way. Previous teams have failed where you will succeed. The base is subterranean, thus radio contact will be brief, and further aid cut off for now.
The boxcar you have been sent in has just pulled up to sector 18. Take no prisoners.
Additional info
This is stage 1 of what was supposed to be a 5-part series. However, no additional parts were ever released.
Additional credits
N/A
Changelog
Garompa's edit and fix:
Tags
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2 / 5 (3 votes)
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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 1594 maps for Sven Co-op! Here are a few:
page revision: 26, last edited: 27 Jul 2023 09:38
Nira is a short walkthrough map which is, in general, an alright experience.
However, there are a good number of annoying amateur decisions that build up and become somewhat annoying.
First, you spawn in a room where you can be shot at by grunts and turrets. More grunts appear in the spawn area when you get further in the map.
Some weapons are set as ammo items, meaning they get picked up and need to respawn before someone else can pick them up.
Most of the map is quite cramped, and filled with respawning enemies with higher than normal HP.
This isn't necessarily a bad thing on its own, but the doors in the map also tend to stay open a very short time (and do crush damage), meaning when you get into a new room, you're surrounded by respawning enemies with no easy way out, meaning you WILL get shot a lot while reloading.
There are breakables you have to blow up as objectives. These have high health, are in small rooms with respawning enemies, and do damage when they blow up. Again, not the worst thing, but annoying, and their high health means you pretty much need to use a direct damage weapon like a gun, ensuring you'll damage yourself.
On the positive side, most areas of the map are centered around the spawn point in a way that means you don't have to walk far to get to the current objective.
I fixed the map the best I could without changing much. I hope it helps iron our some issues and be playable and more enjoyable.
error file sound
SvenCoop/sound/ambience/pulsemachine.wv
SvenCoop/sound/ambience/techamb21.wav