Snarkpit Maps Archive

Day of Defeat Source dod_kraps

Follow the DL link and scroll to the bottom to the DL button.

About the map:

Made by me and Manywaters (aka: whitelegion) A dod map for the masses. A beach map with lots of trenches to hide and duck in.

Download and enjoy.

Edit: Took some new screens, they are smaller now -- enjoy.

Day of Defeat Source dod_mortimer

by fishy
Beta
Jan '07 Update;

Repositioned/remade a bunch of axis spawn points. Remade/tidied some routes. Added ambient noise. Added new link.

Dec '06 update;-
added a couple of planes flying over, more overlays, some phone wires, more overlays, some random phyisics props, updated the screenshots, and uploaded a b1 version. i think i'll need to make a b2 version pretty soon though, as i left a rotten big player clip in place after moving a fence. other than that, i'm not aware of any problems.
oh, did i mention that i added more overlays?

this is the outcome of messing with dod:s models. it started off as a few buildings and a train platform, and has grown, without any real planning, into something that could possibly become a decent map. the plan at the moment(subject to change without notice) is to have the allies spawn in a graveyard at one end of the map, which is the only area that still needs any major construction, and the axis at the other end, in a bombed out factory/warehouse beside the railway.
there's no optimization been done at all, but i've tried to be aware of lines of sight etc, which should help when i get around to that stage.
there's no street furniture been added yet either. rubble, telephone poles, street lights, etc. once i'm finished with the actual layout, and possibly have the gameflow tested, i'll have a better idea of what routes need to be adjusted, so sandbags and other streetjunk can help with that.

june22 update;

i've uploaded what is basically an alpha of the map. i'm not really looking for any feedback about textures, dodgy displacements, lighting etc. anyone that looks at it will see what is obviously still a work in progress, with too many problems to list.
that said though, i'd be interested to hear comments on where the gameplay might falter due to the actual layout and the routes and whatnot that are accessible.

Day of Defeat Source dod_marseilles

by Spas12
Dod_marseilles by Spas12

Set in the city of Marseilles France, the german force must defend their captured city from invading americans. Allies must take out all axis forces and take control of yet another city.

This is my 8th map but my first for beautiful DODS. Map size is medium but has many open spaces in which each force must work as a team to capture all the flags. Use scattered cover to suppress and advance. There are a total of 4 flags, 1 already owned by each force. Player size is 32, and also has HDR enabled. It also has some custom models and textures. Thats about it, download and have fun.

map and custom textures by Spas12

special thanks to:

The Evil Clown/firebug80
www.interlopers.net
www.fpsbanana.com
Valve

Day of Defeat Source dod_vieller

Beta
nothing to say will be done for alpha realese soon. pic at the website

Day of Defeat Source dod_orleans

by Moe
Beta
A large flag-based map influenced by Orleans, France.

Day of Defeat Source dod_pillbox2

by Dash
----- RELEASED! -----
This is the sequel to dod_pillbox2

After getting lots of feedback from the playtest, I decided to make a totally different style of pillbox map.

The trenches are now modernized and partly walled; you can no longer spawn camp, there (will) be 4 pillboxes on the map, 2 tent towers and 2 radio control stations (spawn zones). The layout and gameplay type will be very different, machineguns can now deploy in pillboxes and snipers will have even more vision obstruction.

Day of Defeat Source dod_pillbox

by Dash
UPDATED! Again!

dod_pillbox is now released! There are installation instructions in the file for those who don't know where to put overview files.
older news
dod_pillbox is now on the verge of being completed. We're just compiling the final version (you know, it takes a while ;) ) and doing a test play. The map will be available very soon! new screenshots

dod_pillbox is a fast-paced 5 flag DOD map. It's based in a battlefield filled with trenches, barbed wires and hedgehogs.
Players have to take control of each trench as well as the enemy's pillbox to win.

Day of Defeat Source dods_neuUlm

Beta
small village on the outskirts of Neu Ulm, trying to capture the feel of it....coming along slowly, as i find myself growing tired of old ideas etc....but it will be finished....**crosses heart

Day of Defeat Source dod__sodwik

by Hawk
Beta
i have mapped the place where i live but in a 40's style
not much to say. The houses are nice but the displacements are pretty noobish so far. I
will change them if it doesnt cause too much lag.

Day of Defeat Source dod_dijon

by Furyo
This map is my first map ever, based on the actual layout of the French city of Dijon, preserved unscathed through WWII. It's a CTF map ideally designed for 16-20 people.

Day of Defeat Source bleakhill

Beta
One of my more popular maps in the past was dod_bleakhill, for the previous versions of Half-Life WWII-based mod, Day of Defeat.

Now its back... in new, improved, Source-compatible form.

Day of Defeat Source dod_risk

by Supa
Beta
dod_risk_b7 by Supa

Download

Risk is a game of world domination,
where the object is to conquer the world.

While I was day dreaming the other day I came up with the idea for this map. I use to play Risk! with my friends allot and it was always good fun. We actually programmed a TI calculator to do the attack and defend dice rolls faster so we could get more games in.

dod_risk room pic

If you have played my other source maps like breakout or breakship you know my maps are strange but fun and risk is no exception. The game stars with the Allies and Axis spawning in seperate but identical rooms featuring a risk board on a table with colored risk armies placed on all the territories.

There are 6 starting config years which feature the Allies and Axis occupying the countries they owned or influenced during January of years of 1940, 1941, 1943, 1945, 1959, and 1982. The first four being World War II and the last two are The Cold War. These are chosen randomly upon round start and sometimes favor the Allies or the Axis. The colors of the risk piece show which spawn points your team can use, ie green for Allies, red for Axis, and black/yellow/blue for neutral countries.

dod_risk start pic

When you step on your spawn piece you are transported to the battle map. The big world map uses the NASA BlueMarble image for realistic continent textures. Each spawn point has a linked risk piece in the world. You can capture a spawn point by walking up and touching it or capping the flag of the continent that the spawn point belongs to which denies the other team from using it. There are six flags, one for each continent. You must secure all six continents simultaneously to win. If you capture all of the enemy spawn points you will find this task much easier. You can see each teams progress updated in realtime on the risk board as the spawns change colors. Where your teams reinforcements re-enter the game can make the difference between victory and defeat so choose your spawns and objectives wisely.

dod_risk warfare pic
dod_risk overview pic

I highly recommend you restrict the weapons to small arms. This map was not meant for rifles and snipers and when they are enabled it makes for boring stand off battles. I use this config for the map in my mani map config folder and the games are upclose, gritty, and a hell of allot of fun.

mp_winlimit 14
mp_allowrandomclass 0
mp_limit_allies_rifleman 0
mp_limit_allies_assault -1
mp_limit_allies_support -1
mp_limit_allies_sniper 0
mp_limit_allies_mg 0
mp_limit_allies_rocket 2
mp_limit_axis_rifleman 0
mp_limit_axis_assault -1
mp_limit_axis_support -1
mp_limit_axis_sniper 0
mp_limit_axis_mg 0
mp_limit_axis_rocket 4

If you would like to try it out feel free to drop in our server and have the map fast http downloaded to you in game.

XSGameDesign.com [DOD:S|FastDL|FF=ON]
207.210.217.208:27015

Supa