Snarkpit Maps Archive

Half-Life: Deathmatch Lab17: Flood

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 post-disaster variant of Lab17: Storage. Persistent earthquakes have caved in a section of the subterranean river, and the slime level has risen dramatically, flooding part of the complex. Much of what remains is running on emergency lighting: this is a much darker level than its predecessor, although quite a bit of effort has gone into ensuring it is not too dark...

Half-Life: Deathmatch LavaLab

This is a research lab nestled precariously in the caldera of an active volcano. Above the close-study platform, enclosed in a cube of concrete, are three levels: storage, recreation, control. The only means of access for scientists travelling to and from the lab is the weekly helicopter drop to the helipad on the roof.

There are actually two variants of this level available. In addition to the full LavaLab, there is a post-disaster version, LavaLab: Erupt.

Half-Life: Deathmatch LavaLab: Erupt

This is a research lab nestled precariously in the caldera of an active volcano. Above the close-study platform, enclosed in a cube of concrete, are three levels: storage, recreation, control. The only means of access for scientists travelling to and from the lab is the weekly helicopter drop to the helipad on the roof.

This is a cut-down version of "LavaLab" (making a cut-down post-disaster variant of each of my levels is almost a tradition with me, these days, but this was my first.) The entire lab has been encased in molten rock, and is a lot more claustrophobic than the original...

Half-Life: Deathmatch Colony Alpha

Colony Alpha is a tiny Half-Life: Deathmatch map made by yours truly in just 23 hours. (That includes sleeping and whatnot.)

I already had the idea for Colony Alpha in my head for quite some time and was inspired by a screenshot I saw somewhere here, on the Snarkpit. (Perhaps a small desert styled map by Reno?)

The setpiece of Colony Alpha is the little arena in the center of the map where the RPG can be found. Around the arena runs a small tunnel complex which, at each corner, offers some sort of special weapon.

The map seems to be suited for short games of HL:DM.

Last fact: the Xenoid rocks in the arena are made with the cilinder method. (Where cilinders are used to resemble rocks.) They're quite neat... :)

Half-Life: Deathmatch Atrium

This was my entry for the Snarkpit 2004 map competition.
The twist is texture limitation/roman style ... i only used 6 textures.

I must admit the r's are a bit high at some points (peaks at 1200), but since this is a DM map for 3-4 players, and less people are playing HL on archaic computers, it shouldn't be a big problem.

Many thx to Fishy for the models, without them the map would be nothing.

Half-Life: Deathmatch Mausoleum

by Juim
This was my second release, or rather my first releasable map. It was here I started experimenting with custom textures and entities. Got a unique look to it and plays rather well, although alittle linear in layout, the teleporters help with that.

Half-Life: Deathmatch klingon_dm

by Juim
Klingon Targ
transport class cruiser. 12/28/03
Final version.
http://gamersdiner.com/downloads/klingon_dm.zip

Half-Life: Deathmatch Warehouse Clash

Beta
This is my first try at mapping, but I think everything is going pretty well. The map is a huge open area with 2 main buildings, two towers, some rooms scattered around and a little underground area still being worked. I'm still having problems with the lights at the open area of the map, but the rest is working just fine. Can someone lend me a hand with the lights?

Jun/24 - 1<sup>st</sup></sup></sup></sup></sup> DM playable version. Still having problems with lighting, stairs underground fixed (height), some text lights added, textures from main building 1 revised, malfunctioning doors fixed, height of main building 2 lowered.

Jul/05 - Still having problems with lighting, windows (some breakable) placed, elevators to underground areas placed, catwalks and stairs places/changed, some crates placed, access to RPG fixed.

Aug/13 - Adding some traps and stuff. Work is delaying the development of the map.

Nov/1 - Stolen notebook made me loose the files I was working. Will try to decompile the map and restart it. :(

May/3 - The work started again.

Half-Life: Deathmatch [HL1DM]Cillit_Bang

by KIIIA
Hello again, my newest finished project HLDM Cillit_Bang is my entry to the ThW Oldskool HLDM Mappack.

Before dissapointment will occur while watching the screens remember:
-Wpoly Limit of 500 !!! in the contest
-Only HL Standard Content was allowed
-At least it`s HL1

This mappack`s focus was clearly on the gameplay.Optical aspect didn`t matter.So i gonna tell a few things about the gameplay:
Map is designed after the "always walk" principle which means that there are no ending points.There is a main centered 2 layered arena, whose 2 stages are connected by 2 ways. Those 2 ways provide ammo, health and the strongest weapons, so they work as a rescue from the arena and a restock place.
Only small gameplay flowbreaker is the airstrike room.The airstrike room is accessable from 2 sides and the airstrike will happen 40 seconds after the button got activated, so there is enough time for you to kill the original activator and rescue yourself.Map is designed for about 4-8 players.

Half-Life: Deathmatch wastestory

Beta
Wastestory is my first attempt in the area of deathmatch. I worked on it for two months after which I dumped it as a complete failure, but since it had a slight promise in it I've decided to resurrect and finish it.
The map itself is a fictious wasteprocessing plant with two similiar "areas" connected through a central yard. There are other outside areas aswell. I haven't playtested the layout yet, but I'm confident that there is atleast some vertical combat. The basic layout is done. Once I get the weapon placement done I will take a quick playtest of the layout with bots(sadly I can't do any better at this point). We'll see where this leads to.

Half-Life: Deathmatch Zeromancer

by Hugh
It's a facility of some sort... with guns lying around. Sounds dangerous. Better kill people in there.

I'm very good at descriptions.

The r_speeds are generally under 800, they get up to 950 or so at one spot.

Half-Life: Deathmatch dm_fetid

Beta
HLDM map for a hl.wad only contest. Been working on it for over a month and since its look cool I decided to post here for C&C.

Credits:
Skybox: Minotaur0
Models: TheDoenerKing, Minotaur0
Sprites (glows): Minotaur0