Snarkpit Maps Archive

Half-Life 2: Deathmatch DM_Spiral_Assault_Team

More screenshots can be found on the related link page.

This is a Team Deathmatch map for HL2DM. It is a team deathmatch only map. Very linear. Essentially a team on either end of a wide hall that spirals up with a large room in the center. Non traditional and conceptual rather than realistic in design. But should be a fun map for some people.

Features:

-basic weapons only (well, a few goodies). No rocket launchers or crossbows though. If people want, I'll make another version with all weapons included.

-A trigger_hurt system is placed within each base. If you get too close to the ememy base you will get a warning. Enter the base and you will start taking damage from ambient gunfire (as well as spawning opponents). This prevents either side from dominating the entire map and camping spawn points.

Thanks for checking it out. Let me know what you think.
moonracer1313

Half-Life 2: Deathmatch Dm_RoboticArmSentinel

by Krono
Beta
This is a map for my robotic arms that are going to make up a car factory, currently i'm testing them out in a fun 2 player map, where when you try to get the rpg in the middle hell breaks loose...

Half-Life 2: Deathmatch Dm_mosaic1_beta

by DrGlass
Beta
Please visit www.docglass.net/mosaic.htm for more info on the mosaic project. Join, find new versions, see media.

Area 2 - Willian "habboi" Nicholls
Area 5 - Liam "Trapt" Loriente
Area 7 - Indrek "Madedog" Triipus
Area 9 - Ryan Maclachlan
Area 10 - "Addicted to Morphine"
specail beta area - Drew "DrGlass" Hornbein

6 mappers
5 countries
1 map

Send any questions or comments to DrGlass@docglass.net

Also, if you own a server and want to host it please tell me so I can list your server on my website.

Half-Life 2: Deathmatch DM_Abandoned

Beta
My first DM map...i hope it is going to be succesfull...anyway...this is an abandoned apartment...except that its full of War, Blood, and Some Butt kicking to do...I still DIDNT finish this map...so u may relize some bugs, errors, noobish mistakes...and anything else...plz if u find something GOOD to add ...plz tell me right away by commenting...All pictures are in the URL : http://www.freewebs.com/zuhdiweb/news.htm

Half-Life 2: Deathmatch dm_nighthawk

An 8-12 player DM map with an urban theme and a mixed indoor/outdoor layout.
_________________________________________________

01.02.05: Added a download link 3:48am EST - beta two is ready to get run through.

01.04.05: Put together a quick feature page. Check out more screenshots there. Posting a new beta in a couple hours.

Addendum: New beta is uploaded.

01.07.04 Uploaded beta four.
Comments/crits are as usual, requested and encouraged. Now has 13 (OMG unlucky) spawns and I think it would run 8-12 players decently. 10+ would be pretty intense, but IMO, still not too spawn camping crazy.

Got a bit of feedback from some individual testers, but no feedback from a full-on game. Hoping it doesn't run like an epileptic three legged donkey when the prop_physics start flying and there's 8 ppl in it.

Still has mistakes/unfinished zones, therefore the lonely +1% added to the percentage done. I mainly have been dealing with boo-boos and reworking existing stuff. For example, I finally have all four ladders working decently. :/

Still plan on Jan 10th release!

01.08.05 - OPTIMIZZLESHIZNATION in effect. This view http://andrewbakerart.com/hl2source/images/hl2dm_nighthawk_sh03.jpg used to clock in at 17 FPS. Bad, but performance-wise, that is the very worst part of the map you could possibly be at. Up to 25 FPS now with some smartey menz optimizing. This is on a AMD XP2500+ and a 9600XT, so I am hoping it will be acceptable into the future - and more optimizing should push it well over 30 FPS before I release it as final.

I had a person offer to host it for beta testing on a server last week , sent BETA4 but to them, but have not heard back yet... :(

01.10.05 - BETA FINAL. That's it. Last run around. next set of fixes and updates and this gets a fork stuck in it.
Took out all the logo-statue jibba-jabba in the street - I think the extra space will make it better for play, and replacing those func_physbox entities speed things up some. Done a large amount of converting geometry to detail ents - so much the .BSP file is almost 1MB smaller, even tho I have actually added more to the map.

I'd really love to hear if anyone spots mistakes, or just plain dumb stuff. Whew.

01.13.05 - I'm frikken done. Have at it! Final version is availiable for downloading and complaining about!

Half-Life 2: Deathmatch dm_viocrow

by Vio
A small, simple fun map limiting weapons to melee (crowbar & stunstick) and slams. A few players having been asking for this sort of thing so I thought I'd have a go as my first public HL2DM effort. Supports teamplay with two 'camps' for rebels and combine teams.

Half-Life 2: Deathmatch dm_deck17

by Madedog
Beta
This is a remake of dm_deck17 from Unreal Tournament 2004, my favorite map. I have to remake several objects (like boxes) to look similar to the original ones, although I am not planning to use any custom textures, it will become out not-so-bright as original deck17. I searched the net and did not found it being remade for hl2dm... but I think it would make out a perfect dm map. I have already set the gravity to 300 with point_servercommand and it feels already like in UT. You won't get damage from dropping from certain heigths like in UT. I haven't figured out what I use for lava... :roll:

Screens are to come soon ;)

Half-Life 2: Deathmatch gb_stadium

gb_stadium
By: StickFigs
Try to score on the other team using only your Gravity Gun and Crowbar! First to 8 goals WINS.

TIPS:
  • Use your crowbar to get rid of annoying goalies.
  • Jump up and shoot down on the ball at an angle to launch it upwards in the direction you are facing.
  • Use the curved sides to change the direction of the ball or to launch it onto the floating platform.
  • Shoot the ball into enemy team mates to kill them!
  • Use the jump pads to launch the ball over your opponents and into the goal!
---READ THE README IF YOU HAVE ANY PROBLEMS!---

Half-Life 2: Deathmatch NP Refinery (HL2DM)

by keved
INTRODUCTION:

Title : NP Refinery
Type : Half-Life 2 deathmatch level
Date : 4th March 2005
Filename : dm_np_refinery.bsp
Filesize : 6.18mb
Author : Keved
Home Page : http://www.keved.com
Email Address 1 : kev@keved.com
Email Address 2 : keved_uk@hotmail.com

INSTALLATION:

Put all files into ..ValveSteamSteamAppsyourusernamehalf-life 2 deathmatchhl2mpmaps

CREDITS:

Icke for suggesting the name (originally I had called the level "Steelworks").
The guys and gals at steampowered.com and snarkpit.com for their feedback.

INFORMATION:

The 'NP' part of the level name 'NP Refinery' stands for 'Northern Petrol'.

This was my entry into the Xmas 2004 Valve HL2 'create a deathmatch level' competition. It didn't win. :)

Enjoy. Comments welcome.

Half-Life 2: Deathmatch NP Refinery Escort (HL2DM)

by keved
INTRODUCTION:

Title : NP Refinery
Type : Half-Life 2 deathmatch 'escort teamplay' level
Date : 9th May 2005
Filename : esc_np_refinery.bsp
Filesize : 6.9mb
Author : Keved
Home Page : http://www.keved.com
Email Address 1 : kev@keved.com
Email Address 2 : keved_uk@hotmail.com

INSTALLATION:

Put all files into ..\Valve\Steam\SteamApps\yourusername\half-life 2 deathmatch\hl2mp\maps\

Important...when starting the server ensure you have 'teamplay' ticked.

CREDITS:

Unknown author of tdm_flagtest.vmf which served as a basis for my escort scenario entities.
Icke for suggesting the name (originally I had called the level "Steelworks").
The guys and gals at steampowered.com, halflife2.net, collective.valve-erc.com and snarkpit.com for their feedback.

INFORMATION:

This level revolves around one team having to carry & escort an object from A to B, with the other team having to destroy that object.

Rebel forces have ambushed a Combine truck convoy containing weapons and power cells, collapsing a tunnel to trap the Combine forces. The Combine radio for reinforcements, with an APC arriving on the other side of a petrol refinery held by the Rebels. Combine must move power cells from the destroyed convoy to the APC unit, where a teleportation unit will warp the power cells to a nearby safe HQ.
  • Combine players must escort a power cell from the convoy to APC.
  • One Combine player can carry the power cell, the rest should guard him.
  • Rebel players cannot pick up the power cell.
  • If the Combine team succeeds in delivering the power cell to the APC teleporter, their team scores 1 point.
  • If the Rebel team destroys the power cell, their team scores 1 point.
  • The first team to reach 10 points wins.
  • Combine players can walk through blue forcefields but will be instantly killed by walking through red forcefields.
  • Rebel players can walk through red forcefields but will be instantly killed by walking through blue forcefields.
The 'NP' part of the level name 'NP Refinery' stands for 'Northern Petrol'.

There is an easter egg (secret room) somewhere in the level. Can you find it? :)

Half-Life 2: Deathmatch DM Tannery

Beta
Map based around a real factory/tannery near where I live; gameplay should be fairly 'open' and corridor-less, with weapon placement keeping the map flowing.

Most of the exterior has been done, warehouse interiors need populating with machinery and fun-ness.

Half-Life 2: Deathmatch dm_cliff

by DrGlass
Beta
[may 7] Beta is now avalible, I'm going to try and get it on the snarkpit server. There are still a few problems, but they are only visual (that I know about)

[may 2] Well I left Cliff to compile over the weekend and I finaly got the damn thing to work. I may have found my problem, all I need now is a solution.

Media update aswell. The main open area too a huge performance hit. Went from 50fps to 15 fps with little or no addition to the area (strange) but that is the area where I have found a problem.

[april 26] Huge amount of progress here. Though I have no new screens to show. The lay out came together and everything is looking great. I havn't been able to compile due to (I think) a HINT brush error. I left my map compiling over night, almost 14 hours, and it wasn't done... I'll go through and tweek some HINTs. I think this compile will be the last one I need for public beta.

[update] Small update. Changed the natural light, made my first trap... its all comming together well.

A small Deathmatch map located in a cliff side old industrial complex.

The battle will take place on both sides of the canyon. On one side is a small visitor center and on the other is a cargo loading platform. Most of the action will take place out side near the cliff edge.