Snarkpit Maps Archive

Half-Life 2: Deathmatch NA_high-rise_b2

Beta
NA_high-rise_b2 features a seven story building and roof enclosed on all four sides by a wall several feet away from the building. There are various office supplies and weapons positioned throughout the map.

This is my first HL2DM map and third real map for any game; the other two are for CS:S.
Constructive criticism is much welcome.

Half-Life 2: Deathmatch dm_residential

by midkay
Beta
dm_residential is a map centered around a 3-way intersection in a residential neighborhood, with a hill and seven accessible buildings in the vicinity. It takes place around early morning (or late evening); most of the lighting in the level comes from streetlights and building illumination. All of the accessible buildings have their own interiors and several ways of entry and exit, providing many potential routes around and throughout the map.

Beta 3 was released on August 8, 2007. The final version, assuming all goes well, should be released in a few weeks (almost surely before September) with only some minor tweaks to the beta 2 design.

You can check out some discussion and work-in-progress screenshots in the forum thread (see below). Thanks for looking!

Half-Life 2: Deathmatch Mudanchee

Star map!
Mudanchee is a compact, fast and fun Half-Life 2 deathmatch map, set in an ancient cave system. Players combat each other between gloomy crystals, old tombs, clattering waterfalls and archeological equipment.

The complete weapon array is available, as well as various custom objects such as sharp crystals, hammers and rocks. Action is never far away due to the compact nature of the map, and vertical combat plays an important role. And there's the occasionally hidden items...

Half-Life 2: Deathmatch Deep Spaces 2

by Evilis
This is the second of three planned maps. It borrows from the first map (dm_deepspaces_1") and is a

continuation of a space fight facility on the moon of Saturn, Enceladus. A spacecraft is prepared for launch.

There are three buttons to press to launch it. One in the Fueling Control, Gantry Control, and Launch Control.

The buttons must be pressed in that order. The Fueling Control button starts the fueling of the rocket

as can be seen by the fumes being vented. The Gantry Control button retracts the Gantry/Walkway from

the rocket. The Launch Control button starts the launch sequence. The pressing of each button is

accompanied by a global audiable alarm. In teamplay mode only the Rebels can press the buttons. This

can be used as a confrontation goal with the Combine forces. The Rebels try to launch the rocket

and the Combines try to stop it. In addition to the buttons needing to be pressed, there is a overhead

crane that if it is positioned anywhere over the rocket when it is launched, the rocket will be destroyed

and the Combine wins.

- The teleporters serve as a "ring" around the outside of the map for quick movement.

- Use the ventilator shafts to move up to the Gantry Control Room.

- In Teamplay mode the map will automatically reset after the rocked is either launched or

is destroyed by running into the overhead crane.

- Spawn points are pretty well spread out, so in team play mode knowlege of the shortest path

to get the best weapons and extra health will weigh heavily so study the map.

Half-Life 2: Deathmatch Deep Spaces 1

by Evilis
It is a space fight facility on the moon of Saturn, Enceladus. Preparations for a mission are underway.

This is a final version (unless I am lucky enough to get enough feedback to make an enhanced version)

Half-Life 2: Deathmatch coast

A nice coast for deathmatch.

The Coast is taken from "d2_coast_03_d" and edited.

Half-Life 2: Deathmatch agct_springs

by zozart
Beta
This was my first real map I created for Half-Life 2, and was a good experience in learning the new displacement tool. It was originally intended for a mod called AGCT, but since that mod has died or something I shall release it as a deathmatch map instead.

Half-Life 2: Deathmatch dm_loneworld

by unyu
Beta
It includes a bunker with:
-lava
-engineroom
-living_area
.sleeping_rooms
.kitchen
.toilets
.cafeteria
-much walks between
-controlroom
-controloffice
-secrets
-fog
-HDRR

Notice its abunker to live in ;)

The style:

The main part is self explaining image
It is a lone world in the underground. You could call it a bunker.
I would say it is a bunker where some men can survive some time.

Thats the reason for the living area. It shouldn't look like a bunker there.
It shall look nice because they shall live there for some years.

They lava: well its in the underground.....
The engine room: They need energy there.

I know there are some bugs and someday i will fix them.

I know i should learn to model some own models.

Half-Life 2: Deathmatch DM_Timeless

by Stadric
Beta
This is going to be my submission to Gameflood's contest this year.
It's a building on the coast that's being attacked by ships, but the area is frozen in time, and the building is in the middle of collapsing.

The arena is the inside of that small building, with holes in it large enough to see outside, and enough debris in the air to block half of what they throw at you. Plus all of those weird angles make for some interesting ar2 fights.

Check it out and give me ideas and bug reports in the forum topic.

Half-Life 2: Deathmatch dm_pyramids

by Sexan
I made a few maps for HLDM so wanted to have a crack at the HL2DM. Real life caught up though so I'm putting it out without adding as much to it as I may have. It should make for good gameplay though with a reasonable number of players - I'd suggest 5 min.

It's quite different to most maps out there - I wanted to combine a 'normal' scenery based map with what I liked about 'killbox' type maps- the result is six large pyramids with one big outdoor space and a network of rooms of all sizes within the structures. There is little in the way of decoration and things to play with, as the killbox, but also a carefully thought-out layout with plenty of connectivity.

If anyone fancies having a go at adding a bit more detail or some toys to make a more polished level just send an email and I'll send you the .vmf - I'd love to see it looking really finished, meanwhile I think it should make for a good deathmatch so I hope you like it

To download rightclick the link and select 'save target as'

Half-Life 2: Deathmatch Dm_Council_tsgk_v3

by Sadist
It is based around a residential estate in the fictional City 17 in Half-Life 2. The map is currently in its 3rd incarnation and has grown due to its popularity. I have added around 50 rooms, almost of inch of the map is filled with bedrooms, bathrooms, kitchens, halls, corridors, even a coffee shop. The gameplay has slowed slightly due to the number of rooms, although the overall size has not changed. The gameplay is essentially still built around the 3 main buildings and its central courtyard and pond.

Half-Life 2: Deathmatch Dm_Centrum_tsgk

by Sadist
This is a map in which I attempted to merge killbox gameplay and 'normal' mapping design. It has the look of a european town centre, in which I drew inspiration from the Latin Quarter in Paris. The rooftops and chimney are an example of this. The other aspect of this map is I included just gravguns, sticks and grenades, so no smgs!