Snarkpit Maps Archive

Half-Life 2: Deathmatch dm_lost_base_hd_rc2 (Quake/Unreal style)

This is my sci-fi map inspired by the classic Quake and Unreal Games. I've been working on this map for about 1 year now on and off. I hope you enjoy it as much as I had fun making it. =)
Don't forget to leave a Rating and Comment.
Feel free to add the custom map to your HL2DM Servers.

Features
Jump Pads, Speed Ramp, Speed Ladders, Trap Room, Healing Station, Automatic Ground Shield, Hologram Rotating Weapons and Ammo, Blue Light Bridge, Slam Tripwire Detonator, Toggle-able Prop Fly.

Power Ups
Invisible
Invulnerable
Low Grav
Speed (With Sprite Trail)
Drone (A drone will attach to the player and slowly heal plus shield)
125HP Health Booster
Large Suit Armour
Small Health Vials

Choose which commands you want by manually writing them in your server.cfg

Note: These commands are for custom matches and are all off (0) by default.

Tip: 1 = On/Enable and 0 = Off/Disable)

global_set remove_hint_arrows 1
Removes the Flashing Sprites Arrows from the Map.

global_set remove_rpg 1
Removes the RPG Weapon spawn from the Map.

global_set remove_invisible 1
Removes the Invisible Player Power Up from the Map.

global_set remove_low_grav 1
Removes the Low Gravity Player Power Up from the Map.

global_set remove_speed 1
Removes the Speed Player Power Up from the Map.

global_set remove_invulnerable 1
Removes the Invulnerable Player Power Up from the Map.

global_set remove_drone 1
Removes the Drone Shield Player Power Up from the Map.

global_set remove_phy_cans 1
Removes the Gas Canisters that fly around the Map and explode.

global_set enable_slam_drop 1
Allows players that have died holding the slam to drop the weapon.

global_set enable_rpg_drop 1
Allows players that have died holding the RPG to drop the weapon.

global_set free_up_90_edicts 1
This frees up 90 edicts by removing most orange sprites and sparks.

global_set screenoverlays_off 1
Displays game text for sound announcements instead of screen overlay text (Textures).

global_set no_player_flash 1
Displays all player models the normal way with no additional flashing effects added.

global_set alien_mode 1
Displays all player models to be a bright green colour to make players stand out more.

global_set alien_mode_no_flash 1
Displays all player models to be a bright green with additional flashing effects added.

global_set sm_spawnprotect_on 1
Turns on SM spawn protect pluggin, off by default as it can display all players to be red!

Jump Tricks Video!
https://www.youtube.com/watch?v=AnZs66gk8tU

Steam Map Topic:
http://steamcommunity.com/app/320/discussions/0/135511294068418009/

dm_lost_base_hd (Tricks/Secrets)
https://www.youtube.com/playlist?list=PLgSd4b0ED7ltypreN8l0ms6o4os9ogAnw

Half-Life 2: Deathmatch dm_sandcastle_b1

pub style feathmatch 2-6 players

playable area is 100% displacements

thanks to guys in MB and SS clans for bugtesting

thanks to those who kept Propper alive

awesome custom skybox by Komaokc

Half-Life 2: Deathmatch dm_ob_nightmare_church_rc4 (Horror Deathmatch Map!)

- Name: dm_ob_nightmare_church_rc4 (HD - 2015)
- Made By: gtamike_TSGK
- Map Type/Main Focus: Deathmatch
- Update Time: 2 years on and off (Total Map Development Time 3 years)

- Fast Download Link: (.BZ2 file compressed with "PeaZip" on Ultra settings)
http://gtamike.tsgk.com/my_maps/hl2mp/maps/dm_ob_nightmare_church_rc4.bsp.bz2
or
http://ffclan.cc/ff/gamefiles/maps/dm_ob_nightmare_church_rc4.bsp.bz2
or
http://hl2dm.gamebanana.com/maps/185468
User posted image
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:arrow: Reviews
"CaptainTerror" said:
Probably the most resourceful use of hl2 assets to pull off some really neat tricks and scares i've ever seen done, this map is in my top-5 of all time. GREAT WORK!
"AlcyToronto" said:
What a beautiful map! Immersive and exciting, truly frightening. And with a framerate really good for such a map, so detailed! Congratulations on your idea, construction, and optimization.
"SScagnetti" said:
I like it! The map has a horror feeling without being all dark and stuff. Like literally. You can see everything and there is color to it.
"DeadCat" said:
OMG THIS IS THE BEST HORROR MAP I HAVE EVER PLAYED... Mainly because there are screamers but there is no story that you have to follow, it is just a free roam map and the story pieces together slowly and please make more.
Ingame Screenshots - Click for 1080p HD
[img]http://gtamike.tsgk.com/dm_ob_nightmare_church_rc3/720p/screenshot_1.jpg[/img]

[img]http://gtamike.tsgk.com/dm_ob_nightmare_church_rc3/720p/screenshot_2.jpg[/img]

[img]http://gtamike.tsgk.com/dm_ob_nightmare_church_rc3/720p/screenshot_3.jpg[/img]

[img]http://gtamike.tsgk.com/dm_ob_nightmare_church_rc3/720p/screenshot_4.jpg[/img]

[img]http://gtamike.tsgk.com/dm_ob_nightmare_church_rc3/720p/screenshot_5.jpg[/img]

[img]http://gtamike.tsgk.com/dm_ob_nightmare_church_rc3/720p/screenshot_6.jpg[/img]

[img]http://gtamike.tsgk.com/dm_ob_nightmare_church_rc3/720p/screenshot_7.jpg[/img]

[img]http://gtamike.tsgk.com/dm_ob_nightmare_church_rc3/720p/screenshot_8.jpg[/img]

:arrow: Weapons, Ammo and Items
weapon_slam (1)
weapon_physcannon (1)
weapon_357 (2)
weapon_ar2 (2)
weapon_crossbow (2)
weapon_smg (2)
weapon_shotgun (3)
weapon_crowbar (4)
weapon_stunstick (4)
weapon_pistol (5)
weapon_frag (15)

ammo_ar2_altfire (2)
ammo_smg (2)
ammo_357 (3)
ammo_smg1_grenade (3)
ammo_ar2 (4)
ammo_box_buckshot (5)
ammo_crossbow (4)
ammo_pistol (6)

item_healthcharger (1)
item_suitcharger (1)
item_suitcharger - Super (1)
item_ammo_crate - Grenades (1)
item_healthkit (6)
item_battery (10)
item_healthvial (14)
Scared People :lol:
http://www.youtube.com/playlist?list=PLgSd4b0ED7lviIxeIFm713XVgiNZGuZUs

http://hl2dm.gamebanana.com/maps/185468
Enjoy 8)

Half-Life 2: Deathmatch dm_runoff2_bybrain_b4

Beta
Next beta version of the dm_runoff2_by brain map, techno remake of classic dm_runoff2 map.

Support DeathMatch and TeamDeathMatch game modes.

New things on Beta 0.4:
  • reworked environment.
  • added some custom textures, sounds and modules build-in bsp.
  • much optimized FPS.
  • fully changed calculation algorithm of bunker inside damage if some door is not closed completely on explosion moment. (manually stopped by inside control panel or some door stucked on obstacle) Now it has more realistic gradation.
  • added outdoor console with password keyboard which let you open bunker door if you guess current two digit password. It changes every 30 minutes to randomly generated two digit value (10 to 99).
  • fully reworked 4th floor, but not fully completed yet.
  • new stairs, whitch connect 2-th and 3-th floors.
  • new rooms on 3-th floor.
  • added some easter eggs.
  • randomly outdoor can be filled with water.
  • new button in administrative room (password required too) for blocking some part of weapons for 5 min.
  • after explosion outdoor is contaminated with radiation for 90 sec. You must get to the bunker so quickly, as you can to survive.
  • added small door in basement, whitch closes directly before explosion.
  • and many other things.

Half-Life 2: Deathmatch dm_council_two

by Sadist
My attempt to recapture the essence of dm_council_tsgk in a more intense, smaller more up to date map. It's not cutting edge technology or the most complex of maps, but fun and looks pretty. This map is built on the principles of non-linear layout, keep moving to win, hard to camp, through-window combat and moderate cover.

The original council themes are still there, open grass space, residential building, through window combat. But now it is thoughtfully redesigned to give a multi-directional layout, you can enter and exit the house from many angles so the best thinker is in command, not the best shot.

Half-Life 2: Deathmatch Deep Spaces 1 Redone

by Evilis
This is a reworking of my first Deep Spaces Map. The Gantry/Elevator became broken over time in the old map. I've added numerous enhancements as well as fixed the elevator but beware. All the additions make this map not for weak video cards. There are numerous secrets as well. Try shooting the destination signs above the teleporter entrances before you go in.

Half-Life 2: Deathmatch dm_[tsf]_nextgen

by Sadist
The map environment is set in a futuristic silo, transformed for deathmatch play. 'The map looks and sounds like a real place, and plays differently to traditional killboxes'.

Many hours have been spent developing a deathmatch map that looks more realistic and detailed than maps of old. NextGen features new HD textures courtesy of texture artist Philip K, who provides free not-for-profit textures. NextGen moves away from traditional square killboxes and introduces a multi-environment arena, based on cylindrical shape and transitioning-platform, which transforms the environment at the flick of a switch. NextGen returns with the traditional lift platforms seen in killboxes, and uses water to add an extra element to the gameplay.

Half-Life 2: Deathmatch dm_boundless

by Radon
Beta
The basic idea of the map was to create a tower that repeats endlessly and creates the illusion of infinite height. It has 3 floors that are designed in such a way that they can seamlessly be stacked on top of each other and thus in theory create an endless map.

In practice this is obviously not possible. I created a single set of 3 floors and connected the bottom and top with teleporters. This is the only practical way to make a working map based on the idea. Unfortunately the illusion of a continuous space is mostly destroyed by the teleporters. I wish I had real portals (as in the game 'Portal') to connect the floors. With those the idea would work much, much better. Alas, there is no way to get portals to work in Half-life 2 multiplayer. It's a different version of the source engine. So I have to live with the 'simple' teleporters. I hope basic idea still becomes apparent when you play the map. Another unique element in the map is the architecture. Unlike most maps it was not build on the editors basic grid that creates a lot of 90 degree angles. Instead I used a 'fake' grid with a 60 degree angle between the x and y axis. That allowed me to create a hexagonal layout for the tower.

With a hexagonal shape for the basic layout I could do some very interesting things. Three corners of the tower form big open shafts that allow sunlight pass directly to the center. The other 3 corners of the tower form 'usable' space where the player can walk. This partitioning of the space is extended by the vertically repeating layout of the tower. In the vertical direction the open and the walkable spaces alternate. This effect is achieved by the fact that the 3 floors are not designed to be simply stacked on top of each other. Each copy of the 3 floors also has to be rotated by 60 degrees to connect flawlessly with the lower set of 3 floors. So in essence the tower is an endlessly winding structure with 3 big shafts that alternate their orientation each 3 floors. I hope this doesn't sound too confusing. Just play the map ... it should make things more clear :)

Half-Life 2: Deathmatch dm_ob_battle_lobby_hd_rc1

Map Name: dm_ob_battle_lobby_hd_rc1
Developer: gtamike_TSGK

DOWNLOAD LINK
http://forum.tsgk.com/viewtopic.php?mode=attach&id=8432

Battle Lobby HD is finally out of its Beta stage, thanks for the beta testing and feedback! :)

Brief Description
The map has 8 hallways 4 on the lower level, and 4 on the upper level. On the lower
level there are 2 stair ways to get to the 2nd level also 4 lifts and 4 ladders. The main
area is the middle lobby this is a nice and open area. The weapon layout has been
well thought about and the gameplay is fast. The lighting took along time to get just right.

New features/Gameplay
Added speed ladders, walk/run out of windows and they break; plus 1% glass shard cut
damage to player, teleport areas are smaller for faster teleporting, areas where ladders
are a bit bigger so you can use the ladder more easily, map lighting completely redone,
custom prop textures for explosive barrels and ammo crates, animated models on top of
circle glass windows, HD textures, as well as other materials tricks to make textures look
nice quality and HD env_cubemap reflections added for best quality.

Battle Lobby Graphics Comparison (Before and After)
Coming Soon!

Pictures (Click for High Res)

[URL=http://gtamike.tsgk.com/ob_battle_lobby_hd/big/dm_ob_battle_lobby_hd_rc10008.jpg]
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Enjoy! :)

Here's another HD hl2dm map I did this year.
http://forum.tsgk.com/viewtopic.php?t=5043

Half-Life 2: Deathmatch dm_ob_combat_house_hd_rc1

Map Name: dm_ob_combat_house_hd_rc1
Developer: gtamike_TSGK

Combat House HD is finally out of its Beta stage, thanks for the beta testing and feedback! :)

Brief Description
The map has been completely redone in all areas and is fully completable with the orange box engine.
It has nice NEW HD textures, HD reflections and other graphical effects that take full advantage
of the engine, also the map is well optimized.

Gameplay Video
The gameplay is fast and very fluid also there are many trick jumps about.
Here's an OLD gameplay video from the beta version.
http://www.youtube.com/watch?v=Xi3RBUdJdIA

Combat House Graphics Comparison (Before and After)
http://forum.tsgk.com/viewtopic.php?t=5022

Pictures (Click for High Res)

[URL=http://gtamike.tsgk.com/ob_combat_house_hd/big/dm_ob_combat_house_hd_1.jpg]
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Enjoy! :)

.:EDIT:.
Here's a Strafe Jump video for the map. (trick jumps) Smile
http://www.youtube.com/watch?v=1LmnHx4HXCc

Half-Life 2: Deathmatch Dm_ArabianGarden_LMHT

by LMHT
Hello everybody !!
Another map for Half-life 2.

Map: DM_ArabianGarden_LMHT
Game: Half-Life 2 Deathmatch
Type: DM & TDM
Players: 3 - 12 and more
Weapons: all type
Secrets: yes

Excellent Frame rates and ever a little secret area.

Only few words in the description just playing
because you can evaluate.
Constructive comment and rating is much appreciated.
As always those who want to put it in your server
is free to do.
Have fun !!!

Copy the map in Steam/SteamApps/User/half-life 2 deathmatch/hl2mp/maps
If you notice any bugs please let me know
If you like this map please visit our website: www.lmht.altervista.org ...

TKS for attention have a good and funny game