Snarkpit Maps Archive

Half-Life: Deathmatch crowbar_box

by venomus
Wh0 R t3h 1337 cr0b4r n1nj4??

Jump on black square to do n1nj4 leap...

No fall damage on ground...

Recommended about 8 players or duel at you LAN =D

Half-Life: Deathmatch Blast Box

This is a 2-6 player arena (but can go up to 10 players if your nuts).

Players are equipped with a large amout of armor and a 357 when entering the arena. There is no life and no armor. This is done on purpose because it garentees that no one player can totally dominate the map. I built this map because the style seems to be popular with players if not with reviewers. The idea was to create a standard "Box Style" map that was still visually interesting and fun to play. New mappers will almost always start with box maps, but hopefully this will provide a bare minimum required for release to the public.

Half-Life: Deathmatch Power House

This was my second map relesed for HLDM. It is a chemical processing building with lots of sneaky spots, ambient sounds, and details. There's a small court yard, but the bulk of the map is indoors.

Half-Life: Deathmatch Penitentiary (HL1DM)

by keved
My first ever level...awww. :o)

INTRODUCTION:

Title : Penitentiary
Type : Half-Life 1 deathmatch level
Date : 5th March 1999
Filename : keved_hl1_dm01.bsp
Filesize : 2.9mb

CREDITS TO:

1) Valve/Sierra.

INSTALLATION:

All files into ..\half-life\valve\maps\

PLAYERS:

8-16 players.

Half-Life: Deathmatch Maximillian (HL1DM)

by keved
INTRODUCTION:

Title : Maximillian
Type : Half-Life 1 deathmatch teamplay level
Date : 15th May 1999
Filename : keved_hl1_tm01.bsp
Filesize : 3.5mb

CREDITS TO:

1) Valve/Sierra.

INSTALLATION:

All files into ..\half-life\valve\maps\

PLAYERS:

16-32 players.

FEATURES:

4 blast chambers at the lowest point of the map where explosives are test fired. Each test fire is controlled independently via switches within a safe-haven at the top of the level and can be activated once every 2 minutes.

Half-Life: Deathmatch Mad Bucking Fastards (HL1DM)

by keved
INTRODUCTION:

Title : Mad Bucking Fastards
Type : Half-Life 1 deathmatch level
Date : 27th July 1999
Filename : keved_hl1_dm02.bsp
Filesize : 2.5mb

CREDITS TO:

1) Valve/Sierra.
2) Wally, the program for creating texture wad files.
3) Sean Cavanagh for the Zoner compiling tools.
4) For the custom textures; http://www.planethalflife.com/texturestudio & some from the game Unreal.

INSTALLATION:

keved_hl1_dm03.bsp and keved_hl1_dm03_readme.bsp into ..\half-life\valve\maps\

kickass.wav and countdown.wav files into ..\valve\sound\hgrunt\ (create the directory if you don't have it).

PLAYERS:

2-8 players.

FEATURES:

-You respawn in a seperate area & can teleport to any one of 5 places in the main arena by falling into one of the 5 dark holes in the ground. Therefore you can essentially choose where to respawn.

-Play as normal for 5 minutes.

-The gold button is available to be activated (it emits a light when available). Shoot it to activate the below sequence.

-The siren sounds...you have 20 seconds to get into the safe area (at the end opposite to the steel mosh pit, marked by 2 red lights). Your weapons are then removed. Note that the respawn room is also safe, and the 5 teleport drops in the respawn room are now sealed. Anyone who dies after the siren sounds will have to wait in the respawn room until the teleport drops open up again.

-After that 20 seconds, the blast doors into the safe area close. Health/HEV chargers are available in there.

-5 seconds later and everyone not inside the safe area or respawn room are killed by the electrocution device.

-Another 5 seconds...the door into the cage closes, and the cage starts to move along it's run. It's up to you to ensure you're in the cage when it starts...if you leave it too long stocking up on health/HEV, you'll be locked inside until everyone else was dropped from the cage into the mosh pit.

-Roughly 5 seconds later and the cage has now transported all occupants over the ramp that leads down into the steel mosh pit. The voice says "30 metres...20 metres...10 metres...GO GO GO". This is also of use to those locked inside the respawn room/safe area, as they can tell how much longer it'll be before they are set free.

-Occupants are dumped out of the cage weaponless...make your way down the ramp into the steel mosh pit. Crowbars can be found at the bottom of the pit. The cage returns to its original position.

-Trampoline out on either of the 2 bounce pads, and play as normal doing whatever you want.

-Roughly 10 seconds after everyone has been dumped into the steel mosh pit the 5 teleport drops, the blast doors, and the door leading into the cage are all opened. It's a big disadvantage to not be in the cage procedure...everyone else will have a weapon by the time you get out of the respawn room/safe area, and of course you'll have lost ground in the frag race.

-Play as normal for 4 minutes until the process starts all over again...the button is now available once again.

Half-Life: Deathmatch Talos (HL1DM)

by keved
INTRODUCTION:

Title : Talos
Type : Half-Life 1 deathmatch level
Date : 3rd August 1999
Filename : keved_hl1_dm03.bsp
Filesize : 3mb

CREDITS TO:

1) Valve/Sierra.
2) Sean Cavanagh for the Zoner compiling tools.
3) Wally, the program that creates wad texture files.
4) http://www.planethalflife.com/texturestudio & Unreal for the custom textures.

INSTALLATION:

All files into ..\half-life\valve\maps\

PLAYERS:

2-8 players.

FEATURES:

Touch the gold button to make a sacrifice to Talos of those outside his temple. Make sure you're not one of those being sacrificed by getting inside the temple area in time. You have 25 seconds from when the alarm sounds to when the doors into the temple close (30 secs in total from button touch until the sacrifice).

Half-Life: Deathmatch TNT (HL1DM)

by keved
INTRODUCTION:

Title : TNT
Type : Half-Life 1 deathmatch level
Date : 24th October 1999
Filename : keved_hl1_dm04.bsp
Filesize : 4.15mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools verson 1.41
3) Unreal & Kingpin. TNT contains several textures from those two games.

INSTALLATION:

All files into ..\half-life\valve\maps\

PLAYERS:

8-16 players.

Half-Life: Deathmatch Jaw Breaker (HL1DM)

by keved
INTRODUCTION:

Title : Jaw Breaker
Type : Half-Life 1 deathmatch level
Date : 20th January 2000
Filename : keved_hl1_dm05.bsp
Filesize : 1.1mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools verson 1.41

INSTALLATION:

All files into ..\half-life\valve\maps\

PLAYERS:

4-8 players.

Half-Life: Deathmatch Bone Collector (HL1DM)

by keved
INTRODUCTION:

Title : Bone Collector
Type : Half-Life 1 deathmatch level
Date : 2nd February 2000
Filename : keved_hl1_dm06.bsp
Filesize : 1.2mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools verson 1.41

INSTALLATION:

All files into ..\half-life\valve\maps\

PLAYERS:

4-8 players.

Half-Life: Deathmatch Eliminator Jr (HL1DM)

by keved
INTRODUCTION:

Title : Eliminator Jnr
Type : Half-Life 1 deathmatch level
Date : 19th February 2000
Filename : keved_hl1_dm07.bsp
Filesize : 3.4mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools verson 1.41

INSTALLATION:

All files into ..\half-life\valve\maps\

PLAYERS:

6-18 players.

Half-Life: Deathmatch Sulaco (HL1DM)

by keved
INTRODUCTION:

Title : Sulaco
Type : Half-Life 1 deathmatch teamplay level
Date : 8th March 2000
Filename : keved_hl1_tm02.bsp
Filesize : 5.4mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools version 1.41.
3) Rich Whitehouse, author of the excellent Jumbot, for creating the included bot route jrf file. Many thanks. Jumbot website: www.telefragged.com/thefatal Email: thefatal@telefragged.com
4) Some textures from the Aliens vs Predator PC game.

INSTALLATION:

Sulaco1.wav, Sulaco2.wav, Sulaco3.wav into ..\valve\sound\ambience\

keved_hl1_tm02.jrf into ..\valve\jumbot\wpfiles\

All other files into ..\half-life\valve\maps\

PLAYERS:

16-32 players.

FEATURES:

Sulaco is NOT a free-for-all deathmatch map. Whilst you can play Sulaco without "teamplay" enabled, the 32 respawn points are grouped in 4's, so clearly not ideal for free-for-all deathmatch. Please do NOT play or judge this map as an FFA DM map.

Sulaco is one of the VERY few maps that make use of the "game_" entities that allow greater teamplay functionality (such as team spawning areas and team goals & scoring). Sulaco DOES have an actual goal and rudimentary teamplay elements, such as team spawning locations & team scoring.

The goal for each of the two teams is to activate the other teams' console in their control centre, which are located right at the back of each base. Each time you activate the console, you are awarded 25 frags, which are added to your teams' total score like normal frags.

ONLY two teams can be used in Sulaco. By default the two teams are hgrunt and scientist, but you can change them to whatever you want BEFORE the game is started. See the "instructions" section below for more details. To change to the other team during the game, bring down the console and type "model hgrunt" (or whatever, without quotes). All of your frags/deaths are then tranferred between the teams, ie to the team you've just joined. It is NOT possible to change to a third team during the game - you are prevented from changing to a model that isn't set as one of the two teams.

Each control centre is guarded by a thick pane of glass. You must use one of two small goods lifts just prior to the enemy control centre to disable the glass, giving access to the control centre. The glass TOGGLES, so if the enemy opens up your pane of glass, one of your team must de-press the button again to safely seal up your control centre again.

From when either of the vox alarms sound ("Xeno contamination. Evacuate Sector 1 immediately", etc) you have 45 seconds to get to the middle of the map. You can tell how long you have left before the Xenomorph's attack, as the vox alarm repeats five times, each time lasts 9 seconds. For example, when team 1 scores, in 45 seconds ANYONE still in team 2's base will be attacked by the Xenomorph's. To be more precise, the Xenomorph attacks effect all areas behind either teams' main entrance, and half-way up the diagonal lift corridors. I have actually timed how long it takes to get out of either base - the control centre's are the furthest back into each base, and it takes 35 seconds to get out via the main entrance or diagonal lift. Therefore, if you're that far back into a base when the alarm sounds, you'll have 10 spare seconds (remember, the Xenomorph's attack after 45 seconds) for fighting along the way.

BOT INFO:

A Jumbot route file is included in the zip to enable you to get playing straight away even if you don't have access to a huge LAN or a connection good enough to participate in a 16+ player online game.

(NOTE: ALTHOUGH SULACO IS PLAYABLE WITH BOTS, THE MAP WAS NOT DESIGNED WITH IT IN MIND, BUT TO PLAY A GOOD GAME IN HUMAN VS HUMAN GAMES. THE QUALITY OF GAME AGAINST FELLOW GAMERS WILL BE MUCH IMPROVED, MORE SO THAN WITH NORMAL FFA DEATHMATCH MAPS).

Jumbots DO work with Sulaco, thanks to the Jumbot author Rich Whitehouse (who kindly created the route file). Use as many bots as your system can cope with, as the map is VERY big. Please bear in mind that Rich says he did not even know such teamplay was possible in Half-Life DM (and would like to include support for maps like Sulaco in future Jumbot releases), and so obviously the coding of the Jumbot is not specific to a map like Sulaco. Credit to the Jumbot though, as to be honest I'm stunned that they cope as well as they do. I also tested with the Phineas bots & Rhobots, but neither make it out of the respawn rooms.

(See the instructions section for info on how to set-up the Jumbot route file).

The Jumbots are fine with the following:
*Collect all weapons.
*Navigate the map successfully including the narrow walkways.
*Activate the enemy console to score (providing the pane of glass is disabled).
*Regularly enter the enemy base.

And they have problems with the following:
*Using the short cargo lifts to gain access to the glass toggle buttons (I DID see a few bots do it though).
*Enemy respawn rooms - as Rich didn't know of this type of teamplay in DM, there is no distinction in the bot code for 'enemy only' doors. Bots will sometimes jump up & down outside enemy respawn rooms trying to get in.
*The long diagonal lifts (ie they fall into the electric beam).

INSTRUCTIONS:

Choose to start a LAN game, choose "keved_hl1_tm02.bsp", and click advanced options. IMPORTANT: MAKE SURE THE 'TEAMPLAY' BOX IS TICKED. If you do not enable teamplay, all team functionality will not be available thus reducing Sulaco to standard free-for-all deathmatch rules, and as described above, Sulaco is NOT ideal as a ffa deathmatch map. Due to the darkness of the map, you may also want to enable flashlights. Also, depending on your preferences, alter the models you want to use for the two teams (ie robo;zombie instead of hgrunt;scientist). Note that you cannot have more than two teams, but you are free to choose whatever models you want. Now start the game, and by default new players join the team with fewest players (ie the first player to enter will join team 1, the second player onto team 2, third to team 1, etc).

To play with/against Jumbots...
1) Copy the keved_hl1_tm02.bsp file into ..\valve\jumbot\maps\ (this is only needed once).
2) Ensure you have the amount of bots set to at least 15 (ie for an 8v8 game). See the Jumbot documentation.
3) Activate the Jumbot from the custom game menu, and then follow the same process as above.