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

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

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

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

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 -- its own or one that travels, since Half-Life's and Opposing Force's work here too. Loose logic drops that as it drops every weapon gate. Its check placement has not had a pass yet. It has only three chargers in the whole campaign, so chargesanity barely touches it and almost all of its checks come from reaching maps.
25
0
0

Missions Required

How many Half-Life missions open Nihilanth. Nihilanth is never unlocked by an item -- it becomes available once this many other Half-Life missions have been finished. The default is every one of them. Each campaign has its own version of this setting and they are completely independent: Opposing Force progress does nothing for Nihilanth, and Half-Life progress does nothing for Worlds Collide.
This is a range option.

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

Blue Shift Missions Required

How many Blue Shift missions open Power Struggle. Power Struggle and the escape that follows it are the campaign's ending rather than two more missions, so no item unlocks either: this count opens Power Struggle, and clearing it opens A Leap Of Faith behind it. That leaves five missions this can ask for, where it used to accept six. 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

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

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. They Hunger has none; it opens on Episode 1 proper. Opposing Force's Boot Camp is the training course rather than the intro and is not included in the apworld. These are minutes of riding and listening with nothing to fight. Turned on, each one goes entirely: no regions, no checks, no unlock item, and it stops counting toward that campaign's Missions Required. Note that the campaign portal has no console for Black Mesa Inbound — Valve's hub room starts at Anomalous Materials — so when it is included, `!warp 0` is the only way to travel there. The other two have consoles like any mission.
0
25
0

Chargesanity

Every health charger and HEV charge panel is a check. 107 of them, spread through the campaign, sent the moment you press use on one — an empty charger counts, so this is about finding them rather than needing them. Turn it off and the seed drops to the 48 mission checks plus the 13 weapon checks, which makes for a much shorter run with far less filler.
0
25
0

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. Whatever it lands on replaces the crowbar completely: the crowbar is then refused for the rest of the run the way any ungranted weapon is, and if the weapon it chose was an item that item leaves the pool. You always keep the medkit.
25
0
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 -- start with it and you are empty-handed in every other campaign until a real weapon arrives. Logic does not model that. 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. Nothing to do with the umbrella, the shovel or the combat knife: those are Half-Life's crowbar and pipe wrench wearing local models, and they travel everywhere.
25
0
0

Shuffle HEV Suit

Shuffle the HEV suit into the item pool. What the item controls is armour: until it arrives, armour is held at zero from every source — the campaign's own loadout, batteries, charge panels and filler grants alike. You keep the suit itself throughout, because in GoldSrc it is the suit that draws the weapon HUD and a player without one cannot change weapons at all. The Xen missions expect it either way, because the long jump module runs off suit power.
25
0
0

Shuffle Long Jump Module

Shuffle the long jump module into the item pool. When on, the Xen missions expect it in logic, and you cannot long jump until the item arrives however many modules the campaign puts in front of you. When off, the module is left to Half-Life entirely: no long jump early on, and you pick it up where the campaign hands it over, in Forget About Freeman and everything after it.
25
0
0

Trap Percentage

Percentage of your filler items replaced by traps. Three exist, all of them the whole lobby's problem, and all nuisances rather than punishments — none can cost you a run: - Scientist Trap: four scientists, one of each variant, appear around every player and start following them about. - 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.
This is a range option.

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

death_link

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

Start Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" 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.