Sven Co-op Version 3.0
Pleasing Taste, Some Monsterism

 

 New Enemies

Sven Co-op features monster-replacement technology, allowing level designers to add unique monsters to their maps (e.g. Axis soldiers in AfrikaKorps, sharks in Incoming).

Sometimes these monsters may be similar to generic Half-Life monsters, but in other cases they may be stronger, faster or have new attacks. When playing a new map, you can never be certain of what you might find yourself up against...

 


Black Ops Osprey

Race: Human
Threat: High
Weapons: N/A
Special Abilities: Can drop reinforcement squads of Black Ops into an area
Role: Support

Aim for the Engines on either side of the Osprey to kill it.


Voltigore

Race: Race X
Threat: High
Weapons: Front claws; Long-range zap-ball attack
Special Abilities: Explodes on death
Role: Heavy Assault

This guy is very tough with powerful attacks, try to take him out with heavy weapons from a long distance or set traps.
Stay away from the Voltigore when it dies, as it has a powerful self-destruct mechanism.


Baby Voltigore

Race: Race X
Threat: Low
Weapons: Front Legs
Role: Cannon Fodder

The Baby Voltigore might not have the size, zap-ball attack or the strength of its big brother, but can still be dangerous in large groups.
When there are babies, Mom is usually around. Don't get too distracted.


Baby Garg

Race: Xen
Threat: Medium-High
Weapons: Flames; Kick; Punch; Flame Stomp
Role: Combat

This monster is weaker than the normal Garg, and can be hurt by all weapons.
The Baby Garg's kick attack sends its enemies hurtling into the air. In a few cases, you might even be able to use this to your benefit.


Gonome

Race: Xen/Human Hybrid
Threat: Medium
Weapons: Powerful slash; Gut-throw
Role: Assault

An evolution of the Zombie, the Gonomes are stronger, quicker and a lot more dangerous.


Zombie Security Guard

Race: Xen/Human Hybrid
Threat: Low
Weapons: Claw Slash
Role: Cannon Fodder

Zombie Soldier

Race: Xen/Human Hybrid
Threat: Low-Medium
Weapons: Claw slash
Role: Combat

Pit Drone

Race: Race X
Threat: Medium
Weapons: Spike shoot; Claw slash
Role: Combat

Shock Trooper

Race: Race X
Threat: Medium-High
Weapons: Shock Rifle; Spore Grenade
Role: Assault

Upon death, the Shock Trooper will drop a Shock Roach.


Shock Roach

Race: Race X
Threat: Low
Weapons: Bite
Role: Parasite

After a few seconds, the Shock Roach will die.
Unlike OP4, being attacked by this creature for the first time will not give you the Shock Rifle.


Heavy Weapons Grunt

Race: Human
Threat: Medium-High
Weapons: Assault Cannon
Role: Heavy Assault

The HW Grunt has been beefed up in v3.0. He's now smarter, faster, and can target multiple enemies without spinning his minigun down then up again. A rappelling HWGrunt has also been added.
Use cover, the HW Grunt's Assault Cannon takes a few seconds to warm up before he can fire it.


Male Assassin

Race: Human
Threat: Medium
Weapons: Kung-Fu attack; 9MMAR; Sniper Rifle
Special Abilities: Can heal himself when away from combat
Role: Combat

The Male Assassin has heavy body armour, which makes him far more resistant to damage from bullets
While not as fast or as aerobatic as the female assassin, the Male Assassin is still faster than most monsters.


RoboGrunt

Race: Experimental
Threat: Medium-High
Weapons: 9MMAR; Shotgun; Kick
Special Abilities: Immune to most damage
Role: Security

The Robo Grunt has an armoured shell that makes it partially immune to bullets. Explosives have a reasonable effect on it, however, and it has a weakness to Electric and Fire damage.
The Robogrunt explodes upon death, keep well clear.


Changes to Old Enemies


 

In Sven Co-op, Alien Slaves are able to revive fellow species members using their lightning attacks (Valve originally intended alien slaves to have this ability, but in the end it was not completed). Each time a slave is revived, it begins with half of its previous maximum health, eventually becoming so weak that it cannot be revived. 'Gibbing' a slave also ensures that it will not be revived.

All enemies have been strengthened by numerous AI improvements, and have many new abilities. For example, intelligent enemies can take and release control of stationary turrets intelligently. Enemies can jump from low ledges and are better at navigating. Intelligent enemies are better at running from grenades, and will retreat when melee monsters such as zombies or Baby Gargs get too close.

There are also miscellaneous monster-specific improvements, such as headcrabs' ability to gang up on bullsquids. For full information, see the features/changes list.


 

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