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Fortified 1: Assault on Death Station

Level Info

Game: Sven Co-op
First release: December 8th 2013
Oldest .rmf:
Download link: http://nullspace.dk/files/fortified1.zip

In this map the players take the role of the “Secret Assault Crew”, who must infiltrate a space station constructed by the Super Scientist known as Dr. Merkwürdiglust, and assassinate the doctor before he can activate an ion cannon set to destroy the moon. ‘The Venture Bros’ was a big inspiration.

The players must fight against henchmen with various abilities and complete various objectives along the way, such as hacking 4 computer terminals that each provides a unique bonus for the players, including access to Med Stations or the ability to teleport in AI allies.

The players are guided by a commander who has an overhead view of the map. The commander is able to bombard sectors of the space station, purchase weapons and items for the players, and is generally supposed to guide the players.

The players lose if they run out of time or resources.


 

Toad Snatch

Level Info

Game: Sven Co-op
First release: December 25th 2011 (SC 4.6 release)
Oldest .rmf:
Download link: Included in Sven Co-op 4.6. to 4.8.

In this level, set in some strange world where every wall is textured with various bright colors, the players must fight to retrieve a very important for some reason Toad. At the same time they must also ensure that a red obelisk is not destroyed, or the game will be lost. Players who die will be unable to go on the quest for the toad, and become limited to defending the obelisk. If no one is left to hunt for the toad, the game is lost. Thus the level takes elements from the ‘defense’ and ‘survival’ genres and combines them.

As the enemies attacking the obelisk get stronger over time, the group searching for the toad is under time pressure. The team must also ensure there is always a proper balance between defense and offense. When the toad has been picked up, the player holding it must run as fast as possible to reach the obelisk before it is destroyed.

Barnacle grappling is an integrated element of the level, and the players must use this tool to reach checkpoints and traverse various areas. When the toad hunters pick up a new weapon, it is made available to the obelisk defenders, thus encouraging the toad hunters to go searching for weapons.


 

Turret Fortress

Level Info

Game: Sven Co-op
First release: January 27th 2011
Oldest .rmf:
Download link: Included in Sven Co-op 4.6. to 4.8.

This level has two gamemodes: Original and Reverse. Original is currently playable in version 4.8 of Sven Co-op, while Reverse will be available with version 5.0.

Original:
Players must fend off 12 waves of monsters by constructing sentry turrets and special mobile friendly units. The players save up for these sentries and special units by killing the attacking monsters and surviving waves. If too many monsters make it to the end of the map, the players lose.

Constructing sentry turrets is a somewhat complicated process that requires significant teamwork. It involves a commander who must use a computer interface to place the sentry turrets and players situated in different locations who must also perform various tasks.

Various “Panic Events” will occur randomly throughout the map. Such panic events could involve hostile soldiers infiltrating the base and installing a virus in the Turret AI, or the generators powering the sentries breaking down.

I don’t consider this gamemode, which was originally the only one, a big success. It was originally meant to be a small gimmick level, but it quickly grew out of hand. The gamemode has a very steep learning curve, as the turret construction process is not intuitive, and the size of the level causes players to get lost easily. And once the players do figure it out, the gameplay is pretty formulaic. For this reason I started work on the Reverse gamemode.

Reverse:
The objective in this gamemode is to carry a flag from checkpoint to checkpoint until it reaches the end. The players will lose if they run out of time. They have 7 minutes to carry the flag from one checkpoint to another, with 4 checkpoints total, ensuring a rather fast paced map.
Hostile sentry turrets will be randomly placed in the sector currently being fought over, and other enemies will spawn as well.
To make victory easier, players can carry special sabotage items inside the fortress via the outside teleports or the heavily guarded main entrance. Placing the items in the correct spots will provide various benefits just like the “Panic Events” in the Original gamemode.
Players have a small selection of classes to choose from, each with its own role.


 

Jumpers

Level Info

Game: Sven Co-op
First release: September 2nd 2010 (SC 4.5 release)
Oldest .rmf:
Download link: Included in Sven Co-op 4.5. to 4.8.

Jumpers is a small arena-like map that I created to take a break from working on Turret Fortress. Version 4.5 of Sven Co-op was set to include some new game entities that would greatly expand what kinds of scripting could be accomplished by level designers. I wanted to create a level that could demonstrate the possibility of creating a VIP style level, where players had to work together to protect a single player. The map revolves around this single player who takes the role of the “Point Man”, and who must move between various spots in the map to score points for the team, while the other players protect him. Central to the level are various jump pads that players must use to reach certain areas. The spot the Point Man must reach is randomly chosen between 5 spots total after each scoring. After scoring, the enemies spawning in the map are also switched at random, and ‘boss’ enemies will spawn after certain score milestones. The map ends when the Point Man dies and the team fails to revive him, and the end goal is simply to score as many points as possible, reach a high rank, or beat the server high score.


 

Rickshaw

Level Info

Game: Sven Co-op
First release: April 25th 2010
Oldest .rmf: December 25th 2009
Download link: http://nullspace.dk/files/rickshaw_v4.zip

In this level you are a contestant in some sort of game show in which a group of people compete for the grand prize consisting of millions of dollars!!!!! Unfortunately if you lose you die.

The goal is to be the first one to reach the end of the map, using all means at your disposal. I basically wanted to create a level in which ego-tripping and screwing over your teammates is not just allowed, but even encouraged and supported by the map design.

In a way, I consider this level a failure, as I did not reach my intended goal of creating a level where players race each other to be the first person at the end. From the players’ perspective, there is simply no reason to attempt to get ahead until you reach the final section, since each section is very difficult to cross alone, and other players will quickly catch up. However, the map seems to function well as a standard cooperative walkthrough map, although this turns the opportunities I added for screwing over other players into a disadvantage for the map. For these reasons I am considering reworking this into a pure cooperative map.

 

 


 

Dead Simple Neo 2

Level Info

Game: Sven Co-op
First release: August 18th 2009
Oldest .rmf:
Download link: Included in Sven Co-op 4.5. to 4.8.

The original ‘Dead Simple Neo’ was released two days after SC 4.0 came out. It was supposed to be a small tribute to the Doom 2 level Dead Simple, and was created during internal 4.0 beta testing in about 1-2 months. After the initial release of the level I started working on a small update for the map, but during a private test of the update I realized the map had much more potential. 2 months later, ‘Dead Simple Neo 2’ was done, a radically reworked and improved version of the original level. The map came in third in the Sven Co-op Mapping Contest.

The level features 4 different selectable gamemodes; 3 of these gamemodes being losable.

A quick rundown on the gamemodes:

1. Classic Gamemode: Monsters spawn in waves, and in the end you fight the boss(es). There are no lose conditions.

2. Overload Gamemode: Extract energy from all 8 Pads using the “Doom Box”. After each extraction you must bring the box to a Stabiliser within 25 seconds, or it will overload, taking damage. If you fail to stabilise it 3 times, the box will break, resulting in failure.

3. Protection Gamemode: Your goal is to keep Barney alive. Each wave you get the chance to select a bonus by moving Barney into a beam. There are 4 different bonuses to choose from.

4. Gonome Hunter Gamemode: Your mission is to hunt down 20 Super Gonomes. While attempting this you must ensure that your team does not suffer 20 deaths itself.

In each mode you will have to fight through 8 different waves of monsters with increasing difficulty.


 

Abandoned

Level Info

Game: Sven Co-op
First release: December 24th 2008 (SC 4.0 release)
Oldest .rmf:
Download link: Included in Sven Co-op 4.0. to 4.8.

A decent-sized walkthrough level. Originally intended as a ‘VIP Escort’ level, where players had to protect a specific player while moving ahead, the idea was dropped due to the VIP gamemode not being implemented at the time, as well as the design not being particularly suited for that gamemode. A decent-sized chunk of the level also had to be discarded due to the level going over the engine limits.

The level is generally a pretty straightforward Black Mesa map. I’m not a fan of levels where players follow a single linear track, so I put in some effort to avoid that. The players occasionally get to choose between pursuing different objectives in the order they prefer, there is occasionally some backtracking to be done, and many of the rooms split into multiple paths. The level was put together with a decent amount of speed, and it occasionally shows in the visual appearance of the map, which sometimes appears a little sloppy. I think there also some pretty interesting looking areas however, particularly the large bridge chamber.

The story of the level is that the players are Black Mesa employees who have entered an abandoned part of the research facility to recover some plans for a device that could reverse the effects of the Resonance Cascade. They get attacked by aliens and assassins, naturally.


 

Dead Simple

Level Info

Game: Half-Life 2: Deathmatch
First release: June 12th 2005
Oldest .vmf: December 1st 2004
Download link: http://nullspace.dk/files/deadsimple.zip

My first Source engine level and the only one I have released. It’s pretty much just a level I made to get used to Half-Life 2 and the Source engine. It is based on the level of the same name from Doom 2. It was originally intended to be a HL2 singleplayer map, but I changed it to Deathmatch since that was considerably easier to set up. It’s essentially just a small arena where access to weapons can be controlled by raising or lowering 4 platforms in the center.


 

Overrun

Level Info

Game: Sven Co-op
First release: June 12th 2005
Oldest .rmf: June 15th 2004
Download link: http://nullspace.dk/files/overrun.zip

In this level you must defend Otis from zombies while listening to the Safety Dance by Men Without Hats.


 

Underground

Level Info

Game: Sven Co-op
First release: July 13th 2004
Oldest .rmf: November 15th 2003
Download link: http://nullspace.dk/files/underground.zip

A walkthrough level for Sven Co-op, and the first level I ever released. I had been mapping for over a year but had lost interest in all my levels before finishing them. My goal with this level was simply to make something short and hopefully set a precedent of finishing the work I start. It seems to have worked.

I experimented with a few different gameplay ideas, such as making the players sneak past a group of marines in a dark sewer with minimal weapons, or stripping them of their weapons and forcing them to search for a semi-hidden exit while being chased by pit drones. The end result was a level that you either love or hate. Or possibly something in-between.

The background story as written in the MOTD:
You and your friends have been drinking and you end up in some sewers in some country.
You and friends suddenly get attacked by some soldiers. With guns.
You decide to kill them. With guns.

 


 

Collaborative projects

 


 

Keen Halloween

Level Info

Game: Sven Co-op
First release: November 5th 2012 (first 5 levels)
Project start: October 2008
Download link: http://scmapdb.com/map:keen-halloween

Description from the SC Map Database:
‘An open-ended 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.’

I created a small section for this level.


 

Ragemap 2012

Level Info

Game: Sven Co-op
First release: May 8th 2012
Project start: January 20th 2012
Download link: http://scmapdb.com/map:ragemap-2012

This map was made in pieces and put together over time by the mapping community at the Sven Co-op Forums. Each mapper built their own section in an hour or less and passed it on to the next mapper who built upon what was already made. The result is an extremely diverse map, with many different themes and mini-missions distributed throughout.

My role in this project was to act as organizer, contribute a section, as well as finalizing the level with human-person-individual JPolito.


 

Community Map Project

Level Info

Game: Sven Co-op
First release: December 24th, 2009
Project start: December 2002
Download link: http://scmapdb.com/map:the-community-map-project

The project was originally started in December 2002. Forum poster OmEgA came up with the idea of a joint mapping project, where multiple mappers would collaborate in the creation of one large mappack. The project quickly gained interest from a lot of people, and it ended up involving a total of 15 different mappers, 8 of which had had previous levels included in official SC releases.

Work on the mappack, dubbed the Community Map Project, fluctuated, with periods of low and high progress, and the project was frequently declared to be dead, only to later be revived.
After the project had been left untouched for almost 2 years, I took over the project and finished it.

 


 

Ragemap

Level Info

Game: Sven Co-op
First release: October 27th 2007
Project start: July 10th 2007
Download link: http://scmapdb.com/map:ragemap

This map was made in pieces and put together over time by the mapping community at the Sven Co-op Forums. All pieces of this map were made in one hour or less, although considerable amounts of time were spent fixing and tweaking the map afterwards. It was intended to be a small project between friends to see how the map would end up, but once it was posted on the forums it became massive overnight. In the end, 26 different mappers had contributed a part.

I contributed the intro and first section of this level.