Snarkpit Maps Archive

Half-Life: Deathmatch Big Drop 2

Beta
An unofficial sequel to the original Big Drop, the idea for this map was spawned by a friend who saw Big Drop and started commenting on how he wished the map had this or that feature.

Like the original Big Drop, the premise is simple -- start at the top and fight during freefall. That's where the similarities end. Big Drop 2 has game_player_equips so cheating is not needed, a few rudimentary effects, and most importantly, teleporters at the bottom that send the players back up to the top, in effect creating infinite freefall.

Half-Life: Deathmatch Necropolis: Mausoleum

In a remote region of the Tibetan plateau, nestled amongst the mountains of the Kailash Range, lies an ancient necropolis whose very existence raises questions which shake the foundations of our knowledge of early civilisations. Although only small, this pyramid shows undeniable aspects of both Egyptian and Incan influence. Details are still sketchy, however, for both teams sent to investigate seem to have disappeared without a trace.

The original design concept for this level was somewhat larger; ultimately it began to push at the limits of Half-Life's game engine, and its playability began to suffer as a result of its size, so I made the decision to split it into two. Soon thereafter, "two" became "three".

Necropolis: Mausoleum is the first to be released; the others should follow "soon".

Warning/apology: As with my previous levels, I got a little carried away with the scope of Mausoleum and built a level which perhaps isn't well suited to the HL engine. In particular, r_speeds are quite high (approaching 3000 in some areas.) Consequently this level is a bit of a hog, and it won't play properly under HL's software display driver. It runs fine on a 2GHz Celeron with OpenGL. You have been warned!

Half-Life: Deathmatch dm_Toon_Town

Half-Life 2 Deathmatch Map

Name: dm_Toon_Town

Created by: Joe Cleary aka jodo kast

Description:
This map features 100% custom textures and has some really fun visuals.

Released: Tuesday January 3rd 2006

Installing: Extract files to:

C:Program filesValveSteamSteamAppsYOURNAMEhalf-life 2 deathmatch

Contact:
Joe at Emotionalrobots.com or by email at emotional.robot@gmail.com
If anyone wants to use the textures for their own map please just give credit in your readme.

Have Fun!!!

Half-Life: Deathmatch dt_Brainf**k

Brainf**k was named for its pain-in-the-ass time-consuming aspect. In making this map, my brain was constantly being bombarded with frustration, plus, it WAS supposed to be trippy at one point. This was a sort of experimental type map that never really was completed. The final product however is more stable / less psychadelic version of the original. It is basically a big silo with rotating walls, rotatign rooms, and hard music. There is some trippy effects, but I took a couple of the original out and figured they would be implemented better in later SP and DMs I plan to design. This is still a fun addition to the DM community though, although its design isn't maybe up the the regular professional kuality. It is an abandoned project, yet still playable with very few bugs. you normally shouldn't put a 3 meg sound file into a map that is otherwise 512 KB, but then again, I kinda don't give a f**k.

Half-Life: Deathmatch DMBASE1

A friend of mine who's relatively new to HL mapping sent me his map to tweak, and I got a little carried away. It's barely recognizable now :P I've decided to release the map for the public to view.

Originally it was just the first screenshot and a few underground tunnels. I've more than tripled the size of the map.

Half-Life: Deathmatch BMRF Sublevels

Set in the unstable lower caverns of the Black Mesa Research Facility, the Sublevels were critical to maintaining the rest of the facility, until the Incident occurred. All exits were sealed off by frantic workers, who soon realized their serious mistake -- they were trapped. With low food and few supplies the occupants began to fight with eachother...

There is more than meets the eye in this map...

*Tested primarily on an Intel 2ghz Celeron, 256 RAM (actually 512 but one of the sticks was knocked loose somehow) with an nVidia GeForce 4 MX.

**UPDATE
Being rather new to DM mapping I never paid much attention to R_Speeds, WPolys and EPolys.. However, I ran Sublevels with r_speeds 1 and noticed WPolys were in the 1000s so I deleted the neat little dusty light beam effect around the lights, which significantly dropped WPolys.

Half-Life: Deathmatch Shezumfixa

by ct44
Medium 8-14 player map set in and around a underground Temple, spaceius Cliffy area outside and closed cramped corridors inside. secret hidding spots, excluded the tau cannon and egon gun.
Fixd all bugs
1. need to make it more conective
2. needs more light
3. forgot to put invisble barrier around the map
4. needs ramps
Note, when in the temple area , you dont need to jump to get out of water just walk into the ledge and u hop up.

Half-Life: Deathmatch Tropical_Base

by diablo
This map is old and dead. Can't even find it!

Half-Life: Deathmatch space_feel

by gorami
Beta
While its like Labstyle but giving feel you in space which is cool but it needs more varied texture.But i want to keep the feel of one on one base face like zen and human something like that.Check it out and tell what you think iam a beginner so dont expect amazing stuff. Generally it was a good idea but really doesnt have the interest time to pratice and learn tutorials and makes maps in more depth.

Half-Life: Deathmatch Theop

by ct44
This level is my first differnt one.

the map is a square box, textured in black, the only thing u can see is the white weapon pedastol thing in the middle.
once the weapon (glueongun) is picked up 2 white walls pop up out the ground that should in theory make the other 3 players easy to spot. when the walls are down it should be fairly difficut. so the person with the big gun will get the points,.

the level is also a strict 4 player,.

also i would like some coments on it please., if you like the idea etc.

Cheers

Half-Life: Deathmatch GIVE

by ct44
8 - player map

Medium map where the good weapons are up high and the ammo is down low, you have to run around as there are no places to hide. good for non stop fragging.

please rate

Half-Life: Deathmatch Discodown

by gorami
The team discodown relates to a night club offerly set in the city. So what better place to play dm in with the clubbers and drinkers and dancing on the dance floor. Or going crazy in pitch black outside in the city so the sky is rather important to give good atosmosphere. Put all the sky images in the gfx/env folder.