Snarkpit Maps Archive

Team Fortress Classic (HL) IRS Revised

by Bloodix
Grab the ball and defend your team with it, and gain points for every ten seconds! Also there is a way to get "on top" of the map that i made a hole in 2 places. and of course those with the ball can not enter there base.

On a side note, i map for an old clan of mine. origially it was to be a big map, and a lot different(the map im talking about is irs3 now) but after my computer crashed i had to restart, and i just gave the option to the members of irs of what irs should look like if i made it in a week(since iv worked on the other irs for several months.) and they choice this. now i know its not very much visual pleasing. but oh well. thats what irs3 is for.

Team Fortress Classic (HL) Soccer Up Hill 2

by Bloodix
A Soccer map in which your team takes the ball to the enemy's goal except that its on a huge expanded hill, with caverns under the hills for further protection of your goal.
The caverns are mainly for the same teams to use, and not for the enemy, since you cant get inside their base that way. Note: the sniper tower at the top, does take a while to get to, unfortuante, and the distance between them are very long and for some players wont be able to see that far, depending on ur maxdistance view sentings.
I may make a socceruphill2_r one day(though i made the original over a year ago.) to correct soem of the problems, such as distance from sniper towers, ect.
and unfortuanete this map will require a medium-large server to play well.

Team Fortress Classic (HL) Fort Invaders

Beta
This is my first map for tfc, i've never even tried to map tfc before I did this. I made this in about 2 hours. Beware! Unfortunately, I have no kind of host for any of my files. Anyone know of one?

Team Fortress Classic (HL) skayoo_b3

Beta
After a month of hard work (actually more like 2 months if you've been counting since b1 was released), Beta 3 is ready for release. We've made some great changes for b3, like to the computer status lights, info board, messages...oh and of course, the yard has had quite a few changes. The sniper/battlements were completely remade, while still staying somewhat true to the original layout. We also made a few other changes to the yard, like the extra room across the now-walkable arches from the "original" sniper/battlements areas. We also added in the Control Center, but we aren't gonna tell you how to get there...you'll just have to figure that out on your own. So anyway, Beta 3 has been released.

Skayoo is a cool map. It's not like any other map you've played before. Don't go into this map expecting normalness.

The basic idea behind the map's gameplay is to take over the enemy base. You do this by tampering with the enemy computers using their Access Card. There are multiple methods of taking over, which you can see a list of in the map description text file.

Skayoo does have a semi-normal CTF-style gameplay to allow semi-normal TFC gameplay. Even that's not the typical CTF, though; instead, you steal Source Code from the enemy computer lab and upload it to your lab's Source Code computer.

This is by far our favorite map that we've ever made...or that anybody's ever made, for that matter. It's impressive to us that we made this map, so we hope it impresses everyone else who plays it. If we never make another TFC map, this would definitely be the grand finale. In our opinion, it truly is an amazing TFC map, so we hope you enjoy it.

For their work on the custom models, thanks to the following people: Unfor, Dragline, Nine, and Senor. If we left anyone out, please let us know.

Remember that this is still the beta version, so feel free to give us feedback on the map to help make it better.

Something to consider is that we are unable to open TFC, goto the console, and type map skayoo_b3, because TFC crashes. We can create a server on skayoo just fine. But apparently we really are reaching the limits of the HL engine here, so just be aware of that.

Also, expect to see a video for this map soon. Well, I say soon...but who knows when we'll make it. But we're definitely going to make a video of this map.

Yeh...

The next release will either be skayoo_b4 or the final version. That's how close we are to finishing skayoo.

Team Fortress Classic (HL) wolteg

Wolteg is a push map for TFC. You take the ball from the middle yard area into the enemy base on the cap point. There is a message sytem instead of the colored lights that most push maps have.

The name wolteg came from the song Get Low, by Lil' Jon. Most of our map names don't have any meaning, other than being gibberish that we always say. In a way, the gibberish words do have a meaning, but they're more of an inside thing. Wolteg, however, is not gibberish, it's just Get Low backwards.

Anyway, download the map below, see some screenshots, or even watch the run through video that we made with the first release of wolteg.

Team Fortress Classic (HL) ahhhish

Don't wanna, can't stop, ahhhish!

We dubbed this map style "jousting," and it's pretty easy to see why. The main goal of the map is for a Red and Blue player to try and kill one another in mid-air. All you do is run off of a ramp, and then try to hit your opponent. Arenas 1 & 2 don't have any movement based restriction, but Arenas 3 & 4 are "air strafe free." All that means is that you're movement left and right movement is confided to a corridor that spans the distance of the two pads in Arenas 3 & 4. There's not really just a whole lot to explain, but the map is really fun.

Special thanks to Kaleign from kalmaps.com for helping to come up with the idea for the map.

Team Fortress Classic (HL) bahsnah

Well, this map idea was thought up while wolteg was in it's _r01 version. It's another map we've made using the mztfc.wad created by MikeZilla. Anyway, the basic idea of the map is this...

Your team has to control command points with idols found in your respawn and then pay tribute to your command point idols with gold stolen from the enemy base. The point system is setup so you are better rewarded for traveling farther with idols and gold, for example: you earn more points for capturing the command point closest to the enemy base. You also receive points every so often for holding command points which use the same kind of point system as capturing command points in that you earn more points more frequently for holding the command point closest to the enemy base. The gold is also using this point system, except in a sort of opposite way in that you earn more points for capturing gold on the command point closest to your base.

It probably sounds a lot more confusing than it actually is. We suggest playing it if you're confused, because once you play it...it won't be confusing. It's quite simple and really fun once you get the hang of it. So get to it already...

Team Fortress Classic (HL) memnite

Memnite was the first map we ever released for TFC. We thought it was pretty good at the time, but lately we realized that we should re-work and refine the map a little bit. So, that's why we decided to make memnite_r, which means it's the revised version. And we definitely did just that. We fixed and changed many things to be better. The respawns are no longer some goofy rooms, the textures look better...even the rings look better. This revised version is just an overall better map than the original, in our opinion.

The sparking idea for the map was seeing a picture of some "skeeball" type map, and that's what gave us the inspiration to make a map where you have to "go through" something. Memnite was probably what started our trend for making really big maps -- probably too big, but whatever.

The gameplay is fairly simple: Blue and Red fight for control of rings while Yellow snipes everyone. Sniping in this map is definitely a lot of fun as you kill the Blue and Red players flying through the air. And trying to cap the rings is a lot of fun because of the flying. Basically, the flying-through-the-air part is where the map is a lot of fun.

Enough talk, check it out for yourself.

Team Fortress Classic (HL) memnate

After playing memnite with other people, it became clear that with low player counts, the action is very spread out. So we decided to split it into two maps: one map with only the Tower Ring and another map with the Cave Ring. We then turned it into the night for these two maps.

The Ring Control gameplay is different from any other map you've played, except memnite, but it's still fairly simple. Red and Blue fight for contorl of the Ring, while Yellow snipes everyone. Red and Blue can use jump pads to jump up high and through the ring. Flying through the air like this is where the sniping is a lot of fun.

Memnate is the Tower Ring from memnite_r. The snipers spawn inside the tower and then they can teleport up to windows so they can snipe the Red and Blue players. All the action takes place in a huge, wide-open, outdoor area with a few things to take cover behind.

Anyway, download it and have fun.

Team Fortress Classic (HL) memnute

After playing memnite with other people, it became clear that with low player counts, the action is very spread out. So we decided to split it into two maps: one map with only the Tower Ring and another map with the Cave Ring. We then turned it into the night for these two maps.

The Ring Control gameplay is different from any other map you've played, except memnite, but it's still fairly simple. Red and Blue fight for contorl of the Ring, while Yellow snipes everyone. Red and Blue can use jump pads to jump up high and through the ring. Flying through the air like this is where the sniping is a lot of fun.

Memnute is the Cave Ring from memnite_r. The snipers spawn inside the tower from memnate and then they can teleport up to windows in the Cave of Memnute. From the windows, they can snipe the Red and Blue players. All the action takes place in a huge, wide-open, cave area with a big rocks to take cover behind.

Go ahead and download it to start the fun.

Team Fortress Classic (HL) murk

For starters, murk is just a synonym for "dark." The idea for this map was basically created by those maps from Quake 3 with the bouncing pads that are used to get around everywhere. Most everyone has said the map is reminiscent of Richochet, but that certainly wasn't in our minds when we were tweakin this map out. The whole point of the map is for up to six Hunters (soldiers) to knock off as many Unfortunates (civilians) to help their team win. This task is greatly complicated by the fact that you have to do this while working your way around all these pads. Oh yeah, and the Unfortuantes are invincible and have quad damage -- so, Hunters are gonna be runnin for their lives. Just, get the map so you can know exactly what we're talkin' about.

Team Fortress Classic (HL) shoobuh

Well, it's finally here...shoobuh is complete. There's not much to say that's would be different from the r01 and r02 pages. This is the biggest map we've ever made, and we think it's the best looking map we've ever made.

This is a CTF map with a twist. You can cap the flag in your team's respawn room, or in the enemy base for 2 points and 10 seconds of quad damage. This simple addition to the map caused quite a headache in tweaking it out, but we think we've found just the right settings.

Earlier, when I said this map is the biggest map we've made, I meant it...seriously. This map takes up all of the space in Hammer, witht he exception a couple of empty areas in the corners. We also didn't go too high and low with the map, but it is rather tall, overall. This is mainly due to the pits, but the map does have some height either way.