Snarkpit Maps Archive

Half-Life 2: Deathmatch dm_plastic_beta_5

Beta
Preface

Please, keep in mind... This is only my second map for any type of FPS game. Constructive feedback is always welcome. Ripping me a new one is not.

This is not a killbox, nor is it like anything else out there really... Players either love it, or can't stand it. All I can say is it deserves much more than just a quick load up and two minute walk around in single player mode... You really have to play this map with several (good) people to appreciate just how fun and strategic it's gameplay is.

Thanks,
-Mike-

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Map: dm_plastic_beta_5
Map Type: deathmatch
Rel: In a few months
Author: Mike Jones - [EM] Moike_the_Squid
Email: moike@squick.net
Spawns: Several
Size: Raw BSP 9.44 megs ~ Compressed ZIP 4.0 megs

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  • Screenshots:
http://moike.net/dm_plastic_beta_5
  • Download ~ 4.0 Megs
http://moike.net/dm_plastic_beta_5/dm_plastic_beta_5.zip
  • EFNet #Motorcycles Server with the map in rotation
66.127.103.165 / moto-games.squick.net

Since this map is in the beta stages, Feedback is Greatly Appreciated...

### 01/04/2006

<<< See screenshots at http://moike.net/dm_plastic_beta_5 for the major updates. Most of the big updates are improved gameplay. >>>
  • The logic systems have been fully debugged at this point, I can't find anything else wrong with them. I'm sure someone will.
  • There are two new teleport systems that seem to work gangbusters for getting player flow around the map interacting better.
  • Weapons and health/batteries have been either removed or relocated as I saw fit to improve flow as well. I made some major physical changes to the overall map to clean things up a bit and add some new gameplay features.
  • The sniper tower now has a switch that will bust the glass window out of the trapdoor control room for 15 seconds. After this the window pops back in place and the switch in the sniper tower locks out for two minutes before it can be used again. The status of the switch is indicated by a green/red lamp. A map-wide alarm sounds when the glass breaks, and the four lights on the killing floor switch to red for the 15 seconds that the glass window is broken out.
  • The trapdoor control panel now has a 2.5 second delay on the buttons after the trapdoors reset. This is indicated by a green/red lamp. This prevents a n00b getting up in the control booth and just hammering the buttons and racking up trapdoor capture kills. Now the trapdoors take some timing and skill to use, not just blind luck.
  • Successful trapdoor capture kills are now accompanied by a map-wide award alarm, and the four four lights on the killing floor switch to green for 7 seconds.
  • The tram system is greatly improved, it doesn't kill you 1 out of 10 times anymore. Call button response time is about 75% faster now.
  • Overall FPS improvements, lots of eye candy, some texture work, lots of player clips added to smooth things out.
  • Semi-protected spawn points now. This was the biggest complaint about the last beta, My spawns were out in the open.
  • Soundscapes installed, server sound bugs finally sorted with ambient_generic entities.
<<< Things to do >>>
  • Lots of square rooms/corners and blocky surfaces still yet to be dressed with func_detail or displacements.
  • All the lighting prop_staics need to be installed.
  • All the ropes and cabling needs to be installed.
  • Textures and decals/overlays still need quite a bit of work.
  • Major bug with being able to see part way into the pipe room through the perimeter fence from the upper corner of the glass killing floor. You can also see part way into the tunnels leading to the pipe room from up in the sniper tower. This one has me stumped, I know it has something to do with the skybox texture being semi-transparent, and those parts of the map being close, and within line of sight. Hey... that's why the map is beta.

Half-Life 2: Deathmatch Carnival_V1.0

by Stadric
Beta
Somewhat laggy, I know, I know, I'll fix it...eventually.

Half-Life 2: Deathmatch Codenamedeath

by Damic
Beta
Me and a school friend are making a map.
Its a dark map with some AI in it (if we can make it work :() its still in Alpha fase, but it goes fast to beat fase :p

I hope (if its ready that everybody enjoye's it :D

ps. the link is to images :)

Half-Life 2: Deathmatch codenameschool

by Damic
Beta
A map of the school where I'm going

Pics see related link

Half-Life 2: Deathmatch dm_storage_facility

by cybox
That's a conversion of my Halflife map "storage facility". Now It runs under the Source Engine, but with the original HL1-Textures. Those were taken from the "we've got Hostiles" original Part of HL1. It's a medium sized map for up to 12 player, I think. It is relatively simple and fast, so it should run fine even on slower machines. Have fun with it - Merry Christmas !

Half-Life 2: Deathmatch dm_playground_enhanced

Map: dm_playground_enhanced
Map Type: deathmatch
Rel: 3/1/2008
Author: Mike Jones - [EM] Moike_the_Squid
Email: Moike_the_Squid@yahoo.com
Spawns: 7
Size: 5.80 megs
  • Screenshots:
http://moike.net/gallery/index.php?spgmGal=dm_playground_enhanced
  • Download
http://moike.net/hl2-maps/dm_playground_enhanced.zip
  • Emanon Systems HL2DM Dedicated Deathmatch Server with the map in rotation
moike.fatlens.com ~ 64.124.140.210:27015
  • Credit for the base design goes to Nipper, this map was originally a conversion of Nipper's CS:S map 'playground_x_s_d'
Feedback Appreciated...

####
Updates since the release of dm_playground_deluxe (rel ~ 12/18/2005)
####
  • Fixed the tram system. Trams are visible, larger, easier to get in and out of now, and the button logic system is flawless.
  • Skybox improved, live video feed via a 'monitor' to a 1/16th scale model of the map inside the skybox so players inside the skybox can look down and see what is going on inside the map realtime.
  • Skybox teleport fixed. Props that teleport into the skybox via the tunnel no longer get stuck in the skybox floor surface.
  • Yet again more optimization/gameplay performance tweaks - reduced r_decal_overflow errors, overall FPS boosts.
  • Lighting improvements. Changed the 'mood' of the map to more mid-afternoon, brightened up some of the darker areas of the map.
####
Updates since the release of dm_playground_final_rc2 (rel ~ 07/24/05)
####
  • Redesigned playfield geometry for improved gameplay
  • Removed some ambient_generic entities to reduce overhead
  • More optimization/gameplay performance tweaks - big FPS boost during 10+ player play.
  • Improved textures/lighting
  • Major hidden bonus feature
####
Updates since the release of dm_playground_final_rc1 (rel ~ 7/20/05):
####
  • Fixed a bug that was causing physics meltdowns with repeated use of the ggun during buzy deathmatch play
  • Fixed a problem with the hint/skip brushes. This greatly improves the FPS by quite a bit in many places
####
Updates since the release of dm_playground (rel ~ 6/10/05):
####
  • Redesigned tram system now as working call/activate/send buttons. And the trams are -FAST- now.
Fill the tram bucket with SLAMs,send it over to your crossbow camping friend in the tower across
the way, detonate. Happy explosive death follows.
  • Full soundscapes and sound F/X. Ok, I admit I was wrong. The map is much better with ambience.
Thanks for the suggestion.
  • The 'fun' phys-props added. The crappers, the sawblades, the sofas, etc, all the things you
wish you could huck at people while standing in line at the DMV.
  • Improved textures/lighting/geometry/displacements/props/skybox. Yadda, yadda...it's prettier.
  • More optimization/gameplay performance tweaks.
  • A couple hidden bonuses
####
Updates since the release of dm_playground_beta (rel ~ 3/16/05):
####
  • Greatly improved overall FPS, heavy optimization, much zippier gameplay
  • Redesigned playfield geometry to be less camper friendly
  • Complete texture tweaking/rescaling
  • New detailed skybox
  • Removed the water tower

Half-Life 2: Deathmatch Echoe

Beta
Okay here is the other map. Another WIP. This one i spent more time on, none of the textures, detail and building brushwork are final (note the buildings appear to have no damage). What i personally like to do is work on gameplay first... then move onto detail... as I did with October. Havent started adding detail to it yet. Also this map is up for grabs to any mod that might think it fits theme. Basically these two shots are an atmosphere test and gameplay test, as you can see the layout below.

Half-Life 2: Deathmatch October

Beta
HEY! so its been about a year sinse I have really shown any of my work or done anything. Well thats because mods like to act like game dev companies which i believe is bullls**t. So i left them! And took my work with me. hahaha. This map is pretty small not sure if want to release it as a DM map or what i am going to do with it. Also there is another map I have to show but unfortunatly I deleted all the pictures so I will have to take more some other time. Anyways heres October.

Half-Life 2: Deathmatch dm_comsci

Beta
I'm attempting to create a map with a lot of vertical gameplay.

In an attempt to focus on gameplay, I'm only creating the very basic brushwork. Once I'm happy with the gameplay I'll add textures, lighting, props, and more detailed geometry.

The theme of the map is undecided at the moment. Although I'm leaning towards the inside of some sort of Combine science testing silo.

I would appreciate any comments on the general layout so far. There is much much more to be done, and I'll be updating the screenshots as I go along.

Half-Life 2: Deathmatch dm_q3dm17

by Tz0m
Beta
I love Quake 3, and who doesn't? So I decided to completely re-make the level "Q3DM17 - The Longest Yard" from Q3 for HL2 DM. I had abandoned this project three years ago. I have a lot of free time right now so I dug up the map and decided to resurrect it. All textures will be the original content from Q3, as I want to preserve that game's look so-to-speak. The textures will all be normal mapped as well. I will also be converting the few models used in this level for HL2 as well. The current screenshots are very old; from when I first started the map. In a day or two they will be replaced with newer ones. As stated to the right, the latest this map will be done is by the end of August, 2008. Enjoy.

Note: Screenshots were taken w/ "mat_fullbright" set to 1 and no cubemaps.

Half-Life 2: Deathmatch BrokenPalace:Source

by Finger
Beta
This is a remake of Broken_Palace - my most successful Halflife 1 map. Sofar, the theme is really shining with the new layer of 'next gen' polish I am able to apply with the Source engine. I'm currently creating new textures and finalizing layout changes. Playtesting should begin soon.

Half-Life 2: Deathmatch DM_Tempelwald (was DM_Forest)

Beta
A HL2DM map set in a forest in a fjord. With ancient ruins and a cave system. Now named DM_Tempelwald, used to be DM_Forest.