Half-Life (Sven Co-op)

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0 ❌
25 ❌
0 ❌
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0

Logic Difficulty

How much firepower logic assumes you need to clear a mission. strict: a mission is only expected of you once you own a weapon suited to it. Anything from We've Got Hostiles onward wants a firearm; Forget About Freeman and Lambda Core want something heavier than a pistol; Xen onward wants the Tau cannon and the RPG by name, plus the long jump module and HEV suit when those are shuffled. Safe for anyone, and the default. loose: weapon requirements are dropped entirely, so the generator may expect you to clear Surface Tension with a crowbar and will happily place your only gun behind a mission that assumes you already have one. The equipment gates on Xen still apply. Gates are per mission, not per part: being in logic means the mission is enterable, not that every corner of it is comfortable.
25
0
0

Exclude Intro Missions

Leave every campaign's scene-setting mission out of the seed. One per campaign that has one, dropped together: - **Black Mesa Inbound** (Half-Life): the tram ride in. - **Incoming** (Opposing Force): the osprey ride in. - **Living Quarters Outbound** (Blue Shift): the tram ride the other way. Note that these missions don't have terminals in the hub and can only be reached via the '!warp' command.
0
25
0

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
0

Lobby DeathLink

Whether one player's death takes the rest of the lobby with it. Sven Co-op is co-operative and the slot is the whole lobby, so a DeathLink normally means everybody: one player dies, the lobby gibs, and one DeathLink goes out to the multiworld. This setting separates those two halves. on the lobby gibs wherever you are. The default, and what DeathLink has always done here. non_arcade the lobby gibs in the campaigns, but never on Suspension: a bridge run is long, deaths there are the medal's business, and one player's mistake need not end it for seven others. off nobody else dies for your death. The DeathLink still goes out, so other worlds are unaffected. Only your own deaths are governed by this. A DeathLink *arriving* from another world still takes the lobby, whatever this says: being killed by it is what receiving one means, and there is nothing else it could do to a slot that is eight people. `death_link: false` overrides this to off. There is no lobby wipe without a DeathLink to be the point of it.
25
0
0
0

DeathLink Amnesty

How many deaths the lobby is forgiven before one is sent to the multiworld. Only outgoing DeathLinks are affected. Inside Sven Co-op the rule never changes: any death still gibs the whole lobby, and the death message says how much amnesty is left. Once the allowance runs out the next death goes out to the multiworld and the allowance starts again. 0 sends every death. The default forgives four.
This is a range option.

Accepted values:
Normal range: 0 - 20
0 ❌
25 ❌
0 ❌
0
0
0
0
Games

Include Half-Life

Include the Half-Life campaign in the seed. 18 missions, ending at Nihilanth. Turn every campaign off and this one comes back on regardless, because a seed has to contain something.
0
25
0

Missions Required

How many Half-Life missions open Worlds Collide. Independent of every other campaign's setting.
This is a range option.

Accepted values:
Normal range: 1 - 17
0 ❌
25 ❌
0
0
0
0

Include Opposing Force

Include the Opposing Force campaign in the seed. 10 missions, ending at Worlds Collide, and nine weapons Half-Life does not have: the SAW, the sniper rifle, the displacer, the spore launcher, the barnacle grapple and the rest. They join one shared pool, so enabling this puts Opposing Force weapons in Half-Life's missions and the other way round.
25
0
0

Opposing Force Missions Required

How many Opposing Force missions open Worlds Collide. Independent of every other campaign's setting. Ignored unless Opposing Force is in the seed.
This is a range option.

Accepted values:
Normal range: 1 - 11
0 ❌
25 ❌
0
0
0
0

Include Blue Shift

Include the Blue Shift campaign in the seed. 6 missions, ending at Power Struggle. It brings no weapons of its own: in Sven Co-op it uses Half-Life's, down to the crowbar: so it is the campaign that most wants another one enabled alongside it for variety.
25
0
0

Blue Shift Missions Required

How many Blue Shift missions open Power Struggle. Power Struggle and A Leap of Faith are together, so only 5 missions in this. Independent of every other campaign's setting. Ignored unless Blue Shift is in the seed.
This is a range option.

Accepted values:
Normal range: 1 - 5
0 ❌
25 ❌
0
0
0
0

Include They Hunger

Include the They Hunger campaign in the seed. 3 missions across 19 maps, ending at Episode 3, and nine weapons of its own from the tommy gun to the tesla gun. Under strict logic, Episode 1 is enterable with a melee weapon and everything after it expects a gun: Half-Life's and Opposing Force's weapons work here too. Loose logic drops that as it drops every weapon gate.
25
0
0

They Hunger Missions Required

How many They Hunger episodes open Episode 3. Independent of every other campaign's setting. Ignored unless They Hunger is in the seed. There are only two other episodes, so this is 1 or 2.
This is a range option.

Accepted values:
Normal range: 1 - 2
0 ❌
25 ❌
0
0
0
0
Item Pool

Random Starting Weapon

Start with a random melee weapon instead of the crowbar. Picked from the campaigns in your seed, so an Opposing Force run can open with its pipe wrench or combat knife and They Hunger with its spanner. With only Half-Life or Blue Shift enabled there is nothing but the crowbar to pick, and the setting changes nothing. Whichever melee weapon it lands on replaces the crowbar rather than joining it, and the crowbar becomes an ordinary item in the pool: the crowbars lying in the levels are refused until it is sent to you. You always keep the medkit.
0
25
0

Allow Restricted Starting Weapon

Let `random_starting_weapon` also roll a campaign's own melee weapon. Today that means exactly one thing: They Hunger's spanner, and only when They Hunger is in the seed. It is a weapon its maps register themselves rather than one the game ships, so it does not exist anywhere else. If you start with it you are empty-handed in every other campaign until a real weapon arrives. Anything past the point you would have picked up your first melee weapon is technically out of logic until you are given something, so this is off unless you want the rough edge.
25
0
0

Shuffle Armor (HEV Suit, PCV, Security Armor)

Shuffle each campaign's armour into the item pool. Exactly these three items, each only in a seed that includes a campaign it belongs to: - HEV Suit: Half-Life and They Hunger. - PCV: Opposing Force. - Security Armor: Blue Shift (its vests and helmets are refused until it arrives). What the item controls is armour on that campaign's maps: until it arrives, armour there is held at zero from every source. The suit itself, and with it the HUD, you always have. The Xen missions expect that you have the HEV Suit. When off, you have all three from the start.
25
0
0

Shuffle Long Jump Module

Shuffle the Long Jump Module into the item pool. That one item only. Either way, Half-Life's Xen missions expect that you have it. When on, you cannot long jump until the item arrives. When off, the module stays where the campaign hands it over, at the end of Lambda Core: picking it up there sends it to you like any other item, so you keep it into Xen however you get there.
25
0
0

Shuffle Flashlight

Shuffle the Flashlight into the item pool. That one item only: Sven Co-op has no night vision, so Opposing Force uses the same Flashlight. Until the Flashlight arrives, the flashlight key does nothing for anyone in the lobby, on every campaign's maps. The hub is always lit. When off, you have it from the start, as always.
25
0
0

Add Melee Throw

Add Melee Throw to the item pool. Once it arrives, secondary fire throws the crowbar (and its local faces: the combat knife, the umbrella). It hits four times as hard as a swing and lands on the floor; walk over it to pick it back up, or it returns to you by itself after ten seconds. When off, there is no throw at all.
25
0
0

Progressive Air Acceleration

Add Progressive Air Acceleration items to the item pool. Air acceleration (`sv_airaccelerate`) is how much you can steer and gain speed in mid-air by strafing. It starts at Air Acceleration Minimum and each item raises it a step, the last one reaching Air Acceleration Maximum. Steps start at 2 and grow by about a tenth each, so the count follows from the two bounds: 15 items for the defaults, 23 for the full 0 to 150. It is a server setting, so the whole lobby shares it. When off, air acceleration is left at whatever the server has (10 by default).
25
0
0

Air Acceleration Minimum

Air acceleration before any Progressive Air Acceleration item arrives. Ignored unless Progressive Air Acceleration is on. The default is 10; 0 is no air control at all.
This is a range option.

Accepted values:
Normal range: 0 - 150
0 ❌
25 ❌
0 ❌
0
0
0
0

Air Acceleration Maximum

Air acceleration once every Progressive Air Acceleration item has arrived. Ignored unless Progressive Air Acceleration is on. Gains past 150 are negligible, so that is the ceiling.
This is a range option.

Accepted values:
Normal range: 0 - 150
0 ❌
25 ❌
0 ❌
0
0
0
0
Checks

Chargesanity

Every health charger, HEV charge panel and Xen healing pool is a check. - Health chargers and HEV charge panels: sent the moment you press use on one. An empty one counts, so this is about finding them rather than needing them. - Xen healing pools: the glowing pools on Xen that heal you while you stand in them, in Half-Life's Xen missions, Opposing Force and Blue Shift's Focal Point. Sent the moment you step into one. Turn it off and the seed drops to the mission, map and weapon checks, which makes for a much shorter run with far less filler.
0
25
0

Include Microwave

The break room microwave in Anomalous Materials is a check. One press only starts it beeping: keep pressing its button until the casserole inside explodes.
25
0
0
Traps

Trap Percentage

Percentage of your filler items replaced by traps. Seven exist, all of them the whole lobby's problem, and each picked by its weight below: - Scientist Trap: four scientists, one of each variant, appear around every player. - Headcrab Trap: four headcrabs each, same idea, considerably less friendly. - Butterfingers Trap: everyone drops the weapon they are holding. The suit reissues it after half a minute if you cannot find it again (see Butterfingers Reissue). - Bot Swarm Trap: six crowbar-wielding bots appear around the lobby, run about crouch-jumping over things, and swing at whatever they bump into: players included. - Bunny Hop Trap: everyone jumps every time they land, for fifteen seconds. - Sticky Key Trap: everyone is pushed along one movement direction (forward, back, or a strafe) for fifteen seconds. You are told which. - Reload Trap: the weapon in everyone's hands reloads from empty. The clip goes back into the reserve first, so no ammo is lost.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Butterfingers Reissue

Whether the suit hands back a weapon the Butterfingers Trap knocked away. When on, it comes back after half a minute if you have not picked it up. When off, you have to go and get it. The suit only steps in once you have no weapons left at all. Moving to another map still returns it.
0
25
0

Scientist Trap Weight

How often the Scientist Trap is picked when a filler slot becomes a trap, relative to the other trap weights. 0 leaves it out.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Headcrab Trap Weight

How often the Headcrab Trap is picked when a filler slot becomes a trap, relative to the other trap weights. 0 leaves it out.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Butterfingers Trap Weight

How often the Butterfingers Trap is picked when a filler slot becomes a trap, relative to the other trap weights. 0 leaves it out.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Bot Swarm Trap Weight

How often the Bot Swarm Trap is picked when a filler slot becomes a trap, relative to the other trap weights. 0 leaves it out.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Bunny Hop Trap Weight

How often the Bunny Hop Trap is picked when a filler slot becomes a trap, relative to the other trap weights. 0 leaves it out.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Sticky Key Trap Weight

How often the Sticky Key Trap is picked when a filler slot becomes a trap, relative to the other trap weights. 0 leaves it out.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Reload Trap Weight

How often the Reload Trap is picked when a filler slot becomes a trap, relative to the other trap weights. 0 leaves it out.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0
Suspension

Include Suspension

Include Suspension, the arcade map, in the seed. Not a campaign: one map, shipped with Sven Co-op, where a class-based squad fights along a suspension bridge in eight sections at a difficulty the lobby votes for. It has no hub console, so you reach it with `!warp suspension`. It adds its own items: seven of the eight classes, plus Progressive Suspension Difficulty. I has its own goal: a run cleared with every one of the eight classes at your capped difficulty. Everything else in the seed is unaffected. The Juggernaut is not an item. The map keeps it behind a run cleared with each of the other seven, which is where it stays.
25
0
0

Suspension Classanity

Every section is a separate check for every class that clears it. Off, each section is one check per difficulty: 8 per tier, whoever plays whatever. On, it is one check per section per class per difficulty, and any player in the lobby holding that class when the section falls sends it. On, with an Insane cap, that is 256 checks. Suspension then dwarfs the four campaigns put together, and is meant for a full lobby, as it'd be a lot of work with minimal players.
0
25
0

Suspension Max Difficulty

Hardest Suspension tier in logic. Difficulty is the team's shared ticket pool, voted for in the lobby. Fewer tickets is harder (each is a single life); when they run out the round becomes survival and the next wipe loses it: easy 50 tickets medium 25 tickets hard 10 tickets insane 1 ticket **Above Medium is not recommended unless you know what you are asking for.** This is the cap the goal is measured at: winning the seed means a run cleared with each of the eight classes *at this tier*. Hard is ten tickets for the whole team and Insane is one, on a map that expects a full lobby, so a Hard or Insane cap could mean dozens of attempts per class.
0
0
25
0
0

Suspension Required Award

Hardest medal that is a check, on every tier. The medal is scored on the team's *total* deaths for a won run: platinum 0 deaths gold up to 5 silver up to 10 bronze up to 20 stone up to 30 noob more than 30 Medals roll down: earning one sends every easier one on that tier too, so nobody has to throw a run to collect the bad ones. This setting decides how far up the ladder goes: pick platinum and a flawless run is a check. It is also what `suspension_goal_requires_award` measures the goal against, so **above Silver is not recommended unless you know what you are asking for**: gold is five team deaths across a whole run and platinum is none at all, on every one of the eight class clears the goal needs. Leave that option off and this is only about which medals send checks.
0
0
25
0
0
0
0

Suspension Goal Classes

Which classes a run has to be cleared with to win Suspension. All eight by default, at your capped difficulty, which is the whole of the goal. Naming fewer shortens it: `[assault, medic]` is won by clearing the bridge once as each of those two and never touching the other six. The Juggernaut is the expensive one. The map only opens it after a run has been cleared with each of the other seven, so leaving it in means those seven clears are needed whether or not they are named here, and taking it out is what makes a short list actually short. Both spellings are accepted, the lobby's sign and the map's own entity name: Assault is `soldier`, Grenadier is `gl_soldier`, Pointman is `shotty`, Support is `saw`. An empty list means all eight.

Suspension Goal Requires Award

The goal needs the medal as well as the clears. Off, Suspension is won by clearing a run with each of the eight classes at your capped difficulty, however many times the team died doing it. On, those clears must also have earned `suspension_required_award` at that tier, so with the award at gold, every class has to be cleared in a run costing the team five deaths or fewer. That is a much harder seed than the same options with this off, and it is an option to leave alone if you are not sure.
25
0
0

Suspension Max Awards Are Priority

Make the hardest medal a priority location on every tier. With `suspension_required_award` at gold and a hard cap, that is the gold medal on easy, medium and hard: three locations the generator is told to put progression behind. Lesser medals are never priority.
25
0
0

Suspension Difficulty Rolldown

Clearing a section also sends that section's easier tiers. Off, a section check belongs to the tier you actually played, and the eight sections have to be cleared once per tier. On, clearing section 3 on Hard also sends section 3 on Medium and Easy for the same class. Medals always roll down regardless of this setting. This is only about sections and clears.
0
25
0

Suspension Starting Class

The Suspension class you start the seed holding. Six of the other seven are items. The Juggernaut is neither: it is not in the pool at all, and the map opens it once a run has been cleared with each of the other seven.
25
0
0
0
0
0
0
0
0
Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

Start Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: {Bomb: 1, Arrow: 3} The game decides what the replacement items will be.

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.
 

Excluded Locations

Prevent these locations from having an important item.
 

Priority Locations

Prevent these locations from having an unimportant item.
 

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.