Snarkpit Maps Archive

Half-Life: Deathmatch Melee Town 3D

Here comes the final version without missing textures, sorry that I was on holiday when the deadline closed and haven't recognized those to add them in time.

Melee Town 3D is a rebuilding of that nice caribian town we know from Lucasart's "Monkey Island 1"! Retro at it's best: An old classic peacefull adventure revived on an also outdated 3D shooter for deathmatch. The map also has over 70 selfdrawn textures.

Okay guy(brush)s,
Let's have great contest and more unique maps!

jooki

Half-Life: Deathmatch Sector Gamma

Beta
Sector Gamma plays around the Chernobyl reactor. The outside features a lonely train station, the inside shows radioactive coolant-water and athmospheric corridors. As you can see, I'm creating the textures for this level myself... :)

I was inspired for this level by screenshots from S.T.A.L.K.E.R: Oblivion Lost... obviously...

Half-Life: Deathmatch ilexus DM

by ilexus
My first real map ;)

21st Jul 2005
I added some details.. I think it looks better now.
Screenshots are from old version.

Half-Life: Deathmatch Arena

Have fun with this, my first deathmatch map, this map will be packaged with the mod we are creating but I wanted to find out people's opinion of the map so that i could change it if necessary

cheers,

Dave "Crockett" Jackson :)

Half-Life: Deathmatch dm_theclub

This map is as you know is a club /bar scene .The setting is like abanded city in the back ground and lots of tables and chairs and bottles to break also glass :) the paking lot has a driveable tank to have a little fun drivein over people :) I have added a second club to the map. I have made some cool pool tables to add to the club . There is also a live cam in the second club that you can see threw the plasma seen on the wall.Hope you guys will like this map . Its finaly finished and I have made 2 copys of the map one is dm_theclub and dm_theclub_mp3 . one has music in it :)

Half-Life: Deathmatch Monotone

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ABANDONED.
Originally an entry for 2004 Snarkpit Mapping Contest. It was one of those blasted flatshade maps. Emphasizing architecture and shapes instead of them fancy textures. More info coming later. Will probably also change all of the textures to have a blue-ish tone. Or not.

Half-Life: Deathmatch Final Epoch

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ABANDONED.
My entry to the 2003 Snarkpit Competition, based on creating a map from a piece of concept art. The "water" is an animated additive overlay texture. Lighting is pretty off, and the whole hue doesn't even match the concept art. Inspired from artwork by Sparth / Nunuk.

Half-Life: Deathmatch untitled

Beta
This was the first attempt to create a HL map. About three people tried working on it - but failed because of a huge lack of experience, time and energy.
The map originally was about two facing bunkers, one of them almost destroyed. That's all we had in mind at that time. I think the original files have been deleted.

Half-Life: Deathmatch Lab17: Quake

Deep beneath the surface of this remote island, at the end of a mile-long rail tunnel, lies this laboratory devoted to discovering the secrets of the slime. Sure, it's green, it's slimy, it smells bad -- but obviously there must be more to it than that! (People can get research grants for anything! Governments doubly so!)

Warning/apology: I got a little carried away with the scope of the various Lab17 levels, and eventually gave up all hope of keeping the r_speeds respectably low (mostly because I'm spoiled by having good machines to run them on.) 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!

This is the post-disaster variant of Lab17: SlimeLab. A severe earthquake has caused major structural damage to one side of this subterranean complex, destroying the slime storage tank and flooding part of the building (and the huge crack in the supposedly "unbreakable" window, allowing the flooding slime outside to pour in, didn't help matters!) Aftershocks continue to plague the lab...

Half-Life: Deathmatch Lab17: SlimeLab

Deep beneath the surface of this remote island, at the end of a mile-long rail tunnel, lies this laboratory devoted to discovering the secrets of the slime. Sure, it's green, it's slimy, it smells bad -- but obviously there must be more to it than that! (People can get research grants for anything! Governments doubly so!)

Warning/apology: I got a little carried away with the scope of the various Lab17 levels, and eventually gave up all hope of keeping the r_speeds respectably low (mostly because I'm spoiled by having good machines to run them on.) 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!

This is the full SlimeLab level -- the "sequel" to Lab17: Storage. There is also a post-disaster variant of this map, Lab17: Quake

Half-Life: Deathmatch Lab17: Storage

When the subterranean river of slime was first discovered, along with its unearthly fauna and mysterious crystalline growths, a nameless branch of the government scrambled to install a research facility to explore its potential for military applications. Soon after construction was completed, the installation suffered structural damage due to the inexorable growth of the crystals embedded in the surrounding rock.

Warning/apology: I got a little carried away with the scope of the various Lab17 levels, and eventually gave up all hope of keeping the r_speeds respectably low (mostly because I'm spoiled by having good machines to run them on.) 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!

This level is the first half of what was originally going to be SlimeLab; its companion level is Lab17: SlimeLab. For the complete SlimeLab history, read this. There is also a post-disaster version of Storage: Lab17: Flood.