Snarkpit Maps Archive

Team Fortress Classic (HL) conc series

by fishy
i see that most people at the snarkpit suggest that the best way into mapping is to build for hldm. this is probably true, but i didn't even know what hldm was when i first opened hammer( or WC as it was then). the only mod i'd played was tfc. just after 1.5 got released is when i started playing it, so the update didn't make the game feel broken to me. i loved it. mad suicidal runs with mirvs primed, needing little or no skill to do lots and lots of damage.(or so i thought at the time) so it was only tfc servers that i would look for.
then i happened upon some servers that were playing custom skills maps. i liked the pipejumping maps ones for the demo class to begin with( they were easier for me :) ), but then i started to get more into the conc jumping as a medic. there just seemed to be a great feeling of freedom once i'd learned how to use multiple concs. this would be around the time that i actually found worldcraft on my hl cd. i already knew how to read blueprint type plans, so the editor was simple enough as far as world geometry was concerned. and as i was planning on making maps for skills practice, i didn't need to concern myself with complicated ent setups. only the basic stuff like lights, tele's, resupply.
the world geometry steadily improved, along with my understanding of ents (though im still not sure of a lot of ent stuff), and with each new map i made i tried to show this. if anyone has the time and inclination to dl and look at them, they will see an evolution from some shaky and often cringe-worthy work, to some shaky and often cringe-worthy work on a much larger scale, but with a thread of promise running through most of it. i've listed them in order of release to show this a bit better.

http://www.invalid-brush.co.uk/files/fishmaps/fishyconc.zip
http://www.invalid-brush.co.uk/files/fishmaps/sg_conc.zip
http://www.invalid-brush.co.uk/files/fishmaps/gtf_conc.zip
http://www.invalid-brush.co.uk/files/fishmaps/gtf_conc_n.zip
http://www.invalid-brush.co.uk/files/fishmaps/concmap_nc.zip
http://www.invalid-brush.co.uk/files/fishmaps/fishyconc2.zip
http://www.invalid-brush.co.uk/files/fishmaps/fishyconc3.zip

i recently posted some pics of what will be my 1st attempt at a dm map. anyone that seen them, and looks at the last map up there^, may notice a slight resemblance in some of the structures. ;)

Team Fortress Classic (HL) Catalepsy

Beta
My one and only TFC map. Coming Soon.

Hi.

Team Fortress Classic (HL) Widow

by GeENiE
my latest league ctf map for tfc

Team Fortress Classic (HL) Breach_l2

by GeENiE
my first league based map.

Team Fortress Classic (HL) concmap_wicked

by wckd
conc map, 6 jumps, fairly easy

Team Fortress Classic (HL) rivalry

by wckd
Beta
TFC map using DaveJ's textures.

Team Fortress Classic (HL) Undersea

by Radish
Play Information:

This map is sort of a variant between Shutdown Capture the Flag and Territory Control.

There are three bases: One for the Blue team, one for the Red team, and one Neutral base. Inside the Blue and Red bases are their respective flags, guarded by bright, scary, hurty, laser beams. Inside the Neutral base, there is a single Command Point, as well as Air Suits (I'll mention those in a second.) and other supplies. When a team is in control of the Command Point, the lasers guarding the opposing team's flag go off. Also, the supplies in the Neutral Base become available exclusively to the team that controls the Command Point.

Also, much of the level is under water--at least all of the outdoor space between bases is. So you don't drown like a pathetic wretch, I've added some Air Suits. Ok, they look (and sound) like HEV suits, but they give you air, and that's all that's important. They'll give you 30 seconds of extra air, and are available from the bottom and middle team base exits, as well as the Neutral base exit. The suits in the team bases are usable by anyone, while the suits in the middle base are available for the team that owns the Command Point. Oh, and be nice, leave suits for the rest of your team.

Scoring:

Your team receives two points per 30 seconds of holding the Command Point, and when a player captures it they gain two frags.

Your team receives ten points for capturing the enemy flag, and the player that captures it gains ten frags.

Team Fortress Classic (HL) Erebus

by Radish
Play Information:

This is a standard CTF style map. There are two bases in the map, all set in a volcano named Erebus textured in almost all quake textures. There are various pools of lava around, so try not to step in it because it will kill you. Normal dropped flags return after 60 seconds, but flags dropped in lava return in about 8 seconds. Bring the enemy flag to your flag to capture it.

Scoring:

Your team receives 10 points per capture and you receive 10 personal frags for each capture.

Team Fortress Classic (HL) Toxicity 2

by SpiKeRs
The sequal to Toxicity, with improved architecture and a new gamestyle. 3 capture points, only 1 flag per team to capture them. Furthermore they can be captured in any order. Makes for some interesting tactics if you can sneak behind the enemy.

Team Fortress Classic (HL) War 2

by SpiKeRs
The sequel to war (natch). Twice as much mayhem. Watch out for the mortar in the middle trench system.

Team Fortress Classic (HL) War

by SpiKeRs
My first map. A ctf map set in a war zone. 2 opposing bases split by a trench system.

Team Fortress Classic (HL) Cocaine

by SpiKeRs
An hide the hunted map :smile: The drug baron and his gang are trapped in their Columbian drug den. The drug baron must hide for as long as possible while the enemy gangsters kill his bodyguard and hunt for him!