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Walkthrough_Egonhunt
| Author | OSonicSEGA |
| Date of release | V1 December 31st, 2025 |
| .bsp filename | walkthrough_egonhunt_1;walkthrough_egonhunt_2;walkthrough_egonhunt_3;walkthrough_egonhunt_4 |
Description
The scientists need the egon (Gluon gun) in order to turn the odds of their battle. They trust you are the most capable of getting it back! Go grab it from the military underground base!
Prepare for a detour, though…
Thanks for playing !
Additional info
Textures are within the .bsp file
Third party sounds:
(https://)freesound.org/people/dheming/sounds/177778/
Changes: turned into MONO, 8000HZ and 128bitrate, 300% volume
Third party models:
https://gamebanana.com/mods/180014 Uploader: kianid
Third party textures:
- "asmap.wad" - http://scmapdb.com/wad:assault Uploader: N/A
- "CCTF.wad" - http://scmapdb.wikidot.com/wad:cctf Uploader: N/A
- "Cs_country.wad"- http://scmapdb.wikidot.com/wad:country Uploader: N/A
- "cs_knox.wad" - http://scmapdb.wikidot.com/wad:knox Uploader: N/A
- "as_rising_sun.wad" - http://scmapdb.wikidot.com/wad:rising-sun Uploader: Spar-X
- "dewood.wad" - http://scmapdb.wikidot.com/wad:dewood Uploader: Cid
- "tp-egypt2.wad" - http://scmapdb.wikidot.com/wad:tp-egypt-2 Uploader: Sock
- "building1.wad" - http://scmapdb.wikidot.com/wad:building Uploader: Evile Dick
Additional credits
Sven Coop Developers discord server (https://discord.gg/egPeykQW)
My other work
http://scmapdb.wikidot.com/map:walkthrough-frosty
https://gamebanana.com/mods/539171
https://gamebanana.com/mods/539184
https://steamcommunity.com/sharedfiles/filedetails/?id=3635408243&searchtext=
Changelog
N/A
Tags
Rate this map
2.3 / 5 (4 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.






















first two maps got pretty confusing layout but otherwise enjoyable. do like when maps limit the armor to lower amounts to encourage harder gameplay
the map end was quite a spectacle of 10 players bumping inside the elevator jumping and praying that a shock trooper wont end everything, pretty kino
also please make maps brighter tank u
+1 to map brightness, I found many parts of the levels way too dark! Besides that the map is mostly simple but enjoyable
Overall, I think the map has a solid concept, but it still needs significant improvement. At the moment, it feels quite unbalanced, especially due to infinite monster respawns combined with limited ammunition (even when playing solo). HEV Battery is capped at 25, weapons and ammo are scarce, and their respawn time is very long. There is probably a hard block on the last map.
I also feel the map could benefit from clearer objectives. While it often explains what needs to be done, it doesn’t always explain how to do it, which forces the player to rely heavily on trial and error or excessive backtracking.
Map-by-map impressions:
Map 1:
Very calm and somewhat misleading, as it gives the impression that the map might be a fake intro or something simpler than what follows.
Map 2:
This section felt the most unbalanced. After opening the door, there is a sudden explosion that kills the player, and the respawn point places you directly under heavy enemy fire.
One major issue I encountered was a soft block: a “Barney” NPC calls the player but gets stuck in the corridor, blocking progress. I had to use C4 to bypass this.
Map 3:
Very dark and still unbalanced. The church section was also somewhat confusing in terms of navigation and objective clarity.
Map 4:
This map caused several soft blocks, especially involving Xen Fungus and the jumping sections. The elevator area is extremely dark and difficult, with a very high enemy density. A guard NPC who is supposed to guide the player to the elevator became stuck on the platform and was unable to go up. This is a hard block since I think he opens the storage door.
Some kind of feedback (text or audio) indicating elevator progress would greatly help here.
I managed to finish the map mostly through persistence (the "sunk cost" was high), occasionally using noclip due to repeated soft blocks and unclear progression, particularly in the final section. Since this is a new map and its first release, these issues are understandable.
On the positive side, the map is genuinely challenging. I liked the idea of snipers using laser sights, and the gear-activation section was a nice and engaging concept.
I will also post my gameplay in the video section, including timestamps that show where these issues occurred.
Our server tested it and had some problems navigating the objectives and obstacles. There was a car (we thought) that was invisible and we used it to get across a gap but didn't know how to leave the room. There also were a lot of seemingly impossible platforming sections that required boosting or cheats. A platforming section toward the end of the series had a pit that you couldn't escape from if you fell. There also was a section with gunturrets shooting out of windows and one of the enemies was invincible. Not sure if that was intentional or not. Some people on the server said it seemed like it wasn't playtested enough.
Hey! Thank you for playing.
Would it be possible for you to share screenshots of those 3 situations? All of them are not intentional, and that would help to clarify what needs to be fixed on the map(s).
Please add me on Discord: OSonicSEGA
Thank you for the feedback
I sent you a friend request on Discord.
Glad I could help. I can pull up the map again and see if I can pinpoint the issues with you in game if you want.