Snarkpit Maps Archive

Team Fortress Classic (HL) Congestus 2

by danger
Beta
I'm going back and redesigning a good portion of this map, I will release more screenshots soon.

NOTE : At the moment these screenshots are from a very old version, most of the map doesn't look like what is shown in the screenshots anymore.

Team Fortress Classic (HL) Saving Private Ryan

My first & only TFC map. Private Ryan must escape from the town to the escape craft waiting on the beach, with Allied and Axis teams fighting over him. Also comes with sub-objectives.

Team Fortress Classic (HL) The Alamo

Beta
The Alamo - A Snipers Maps by MJCS-gTFC-

Objective: Kill your enemy before your enemy gets you.
Players: 2-16
Class: Sniper
Scoring: 1 kill = 1 point :)
Notes: Do not go into the other base...you cant without a mod and if you do you get shot.
Homepage: www.globaltfc.com
HLGaming: www.hlgaming.com
Contact : irc.gamesurge.net - #globaltfc

Credits :

MJCS-gTFC- (I made the map)
Vercon Systems (Beta tester - ideas)
StrangeBrew (Beta Test)
EdgeNetwork (For hosting my site)
Valve-Erc (Remote Compile System)
N/A (Adobe Hut Prefab)

Team Fortress Classic (HL) multiskillz2

by Headz
Multiskillz2 is my lastest map for TFC, its a skillz/fun map.
You play as scout in the entire map starting off with a bit of xen tree jumping followed by conc jump, puzzel room, moving barrel jumping section, power pole jumping, quaded caltrop jumping, quad pipe jumping, and then quad rjump after this you can bongy in a chil out room with some smooth d 'n' b , Shan connery narrates you through the map packed with custom textures and sounds, HF:)

Team Fortress Classic (HL) vertconc_b

This is the beta version of vertconc. It has 6 out of 10 jumps completed and is almost completely unorganized. Don't expect the final version of the map to contain the same jumps, as I may decide to change a couple of them.

Team Fortress Classic (HL) 2tron

Beta
The map will be pretty much like 2fort, keeping with the same general layout, but changing the entire feel of the map. I've remade the entire 2fort brush by brush, now I am working on sections at a time. I will finish blue's side, then copy+mirror it, and retexture to red.

Like I said, I will try to keep with the same basic layout. That means entrances, spawns, will be in the same "general" place, but modified a little or a lot. Some places, like the elevator shaft, will be completely redone. The entire basement, will keep the same layout, but modified somewhat. I was thinking of completely removing the water entrance+spiral staircase, with something else like a teleport or wormhole type entrance. I am not sure exactly.

I really want to capture the whole "Tron world" feeling in this map. That's hard, because the HL engine is limiting me on how I want to do things. The glowing alone is a pain, and I want to cover the map with a good amount of it. This is the biggest challenge, keeping the r_speeds at bay.

Please check out the screenshots up at the right, and let me know what you think. Thanks

Team Fortress Classic (HL) tfc_ctf_mini

by GoD
Beta
This map is sort of a 2fort based map, with some differences (obviously) This map is smooth looking and simple. Sorry no screenies yet. (Yeah the name is a bit odd, it used to have a meaning and I changed something but I just left the name)

Team Fortress Classic (HL) Torrid - League

Beta
Another CTF map I'm making, this time for 9v9 matches. Has a desert theme, dry and dusty as you can tell from the screenshots. Still in early production, so things might change as I progress.
Map Status - In development

Team Fortress Classic (HL) Agony - League

Beta
This map is being designed for 9vs9 league matches in mind. This won't be a shutdown style map, just classic two identical base CTF. Still have alot of work todo on this one! On hold until TF2.
Map Status - Cancelled

Team Fortress Classic (HL) Synthesis - League

This map is another shutdown style CTF map designed for 2v2 league matches. Each team must "shutdown" the enemy's lasers before they can grab the enemy flag. The lasers stay down for 30 seconds after being deactivated. Capture point is on the metal catwalk of your base, infront of your team's symbol.
Map Status - Completed

Team Fortress Classic (HL) Agility

This is a skill jumping map, used for use of improving ones concs jumps. Consists of 8 jumps that get more challenging as you get farther through the map. This is for players who have the basics of conc jumping. Scoring is if you complete the map you get 200 frags.
Map Status - Completed

Team Fortress Classic (HL) Decay - League

This map is a shutdown style CTF map designed for 2v2 league matches. Each team must "shutdown" the enemy's lasers before they can grab the enemy flag. The lasers stay down for 30 seconds after being deactivated. Capture point is on top of your team's control center, worth 10 points. For some reason, I had forgot to add this to my SnarkPit profile.
Map Status - Completed