Snarkpit Maps Archive

Half-Life: Deathmatch Black Hole Sun (HL1DM)

by keved
INTRODUCTION:

Title : Black Hole Sun
Type : Half-Life 1 deathmatch teamplay level
Date : 26th May 2000
Filename : keved_hl1_tm04.bsp
Filesize : 3.1mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools version 2.06.
3) Aliens versus Predator, by Fox Interactive/Rebellion, which is one of my fav games. If you like the visual theme here in Black Hole Sun, perhaps it will persuade you to buy AvP (or AvP Gold) if you haven't already done so, as lots of AvP textures have been used.
4) Mighty Pete for the custom skybox "Mercury". http://www.geocities.com/petes-oasis

INSTALLATION:

All of the "mercury_" files into ..valve\gfx\env

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

PLAYERS:

12-24 players.

FEATURES:

Black Hole Sun; a Half-Life deathmatch teamplay Assault-based map set on a volcanic planetoid in a solar system dominated by a huge Sun. The attacking team must infiltrate a futuristic base carved into a mountainside, once inside disable steel doors protecting vital computer equipment, and ultimately smash up the computers themselves. The defenders must do everything in their power to stop the attackers.

Black Hole Sun is NOT a free-for-all deathmatch map. Whilst you can play Black Hole Sun without "teamplay" enabled, the 32 respawn points are grouped into 2 areas, so clearly not ideal for FFA DM. Please do NOT play or judge this map as an FFA DM map.

Those who have played Unreal Tournament will be familiar with the gametype here in Black Hole Sun. One team ATTACKS, the other team DEFENDS.

The ATTACKERS...your goal is to infiltrate the base and proceed to smash up the computers (located at the far end of the base) as many times as possible. You receive 2 frags per computer smashed, which contribute to the score of your team. Smashed computers "reset" after 5 seconds, so if the defenders are not quick enough in reaching & killing you, it is possible to repeatedly smash the computers several times over. It is not that easy though; the computers are housed inside a room with a locked door. You must activate a button elsewhere in the map ("blue door control") which disables the doors for TWO MINUTES. Also, when you press this button, your APC opens giving access to 4 teleports which can be used for quick access to the very centre of the base. After this 2 minute period, all doors then close automatically and anyone still inside the computer room gets killed. Unfair maybe to kill someone right after they have achieved the goal, but if you have survived for 2 minutes smashing up the computers, you'll have gained 50+ frags for yourself and your team, maybe as much as 100!

The DEFENDERS...your goal is purely to stop the attackers. No more, no less. Until the attackers have reached right into your base, you have the better choices of weapons so set up your defences wherever you want. Your respawn room features 6 teleports to enable you to quickly reach wherever you want to defend. If you try to press the button that disables the door guarding the computers, nothing happens. Only the attackers can disable the door. When an attacker does disable the door, it stays open for 2 minutes then automatically closes. If you hear the siren, get to your computer room and defend like crazy!

As far as I know, it is not possible to automatically swap the teams over after a goal has been reached, like is possible in Unreal Tournament. So, if for example you want to play a clan match with the teams alternating between defending & attacking the base, it's up to you to set a time limit, record the score each round (via a screendump), and then for everyone to manually change teams next round.

INSTRUCTIONS:

Now choose to start a LAN game, choose "keved_hl1_tm04.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 Black Hole Sun to standard free-for-all deathmatch rules, and as described above, Black Hole Sun 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). Lastly, make sure you're familiar with the goals in Black Hole Sun, which are described elsewhere in this text file.

Half-Life: Deathmatch Total Annihilation (HL1DM)

by keved
INTRODUCTION:

Title : Total Annihilation
Type : Half-Life 1 deathmatch teamplay level
Date : 11th April 2000
Filename : keved_hl1_tm03.bsp
Filesize : 4.9mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools version 1.61.
3) Rich Whitehouse, author of the excellent Jumbot, for creating the Jumbot route file which is included in this zip. Many thanks for your efforts, Rich. You can download the Jumbot here: http://www.telefragged.com/thefatal/jumblow.shtml

INSTALLATION:

All 4 of the wav files into ..\valve\sound\ambience\

keved_hl1_tm03.jrf into ..\jumbot\wpfiles\

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

PLAYERS:

16-32 players.

FEATURES:

A huge King-of-the-hill orientated map, with a large central bunker surrounded by 4 sectors. Airstrikes can be called from within the central bunker to annihilate those outside in the 4 sectors. Each sector has its own completely independent airstrike which can be activated once every 2 minutes, rewarding the activating player with 2 frags. Perfect for epic deathmatch battles.

Half-Life: Deathmatch Burning Hate (HL1DM)

by keved
INTRODUCTION:

Title : Burning Hate
Type : Half-Life 1 deathmatch level
Date : 9th May 2000
Filename : keved_hl1_dm08.bsp
Filesize : 1.8mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools verson 1.62

INSTALLATION:

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

PLAYERS:

4-8 players.

FEATURES:

Every 60 seconds, the mainframe computer (located in the centre of the map, on the lowest tier) can be activated to call in 8 random airstrikes that hit somewhere in the exterior sections. The activating player earns 1 frag. From when the mainframe is activated, jetfighters immediately fly over & drop their payload, so as soon as you hear them fly over, you have just a few seconds to duck quickly under cover. Even if you don't make it into a building in time, chances are you won't be hit anyway as they only affect around 10% of the map each strike. So what's the point? I wanted more of a continual panic effect, with very frequent airstrikes that do not give a "blanket-coverage" as in maps like Crossfire. People will often keep on duelling regardless in BH, and won't have a "well, that's the airstrike over for another 5 minutes, let's resume fighting" syndrome. If you're unlucky and an airstrike hits ground near to you, no matter how much armour you happen to be wearing, you won't survive the blast.

Half-Life: Deathmatch Leadworks (HL1DM)

by keved
INTRODUCTION:

Title : Leadworks
Type : Half-Life 1 deathmatch level
Date : 8th July 2000
Filename : keved_hl1_dm09.bsp
Filesize : 2.5mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools verson 2.13
3) A few custom textures used without permission from Quake 3 Arena, Unreal Tournament, & Kingpin. Apologies for ripping. Make sure you buy all 3 games if you haven't already done so!

INSTALLATION:

keved_hl1_dm09.jrf into ...\\jumbot\wpfiles

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

PLAYERS:

4-8 players.

FEATURES:

Leadworks is a small-medium sized Half-Life deathmatch map, suitable for 4-8 players, and is the sequel to my former www.planethalflife.com "level of the week" Burning Hate. Leadworks builds upon the random airstrike in Burning Hate by providing two such airstrikes, affecting the North & South of the map respectively with each fully independent of the other. Whenever the North or South mainframe computer is activated, a succession of 3 random exterior locations are bombed by jetfighters. Lots of weapons are available for big explosive shootouts and the map features a Gasworks-like element of walkways towering over two main open areas, with a sniper/rpg loft dividing the two.

The airstrikes in Leadworks are rarely been seen in HL DM maps. Every 60 seconds, each of the two mainframe computers (located in the centre of the map, on the lowest tier) can be activated to call in 3 random airstrikes that hit somewhere in the exterior sections. The activating player earns 1 frag per mainframe activated. From when a mainframe is activated, jetfighters immediately fly over & drop their payload, so as soon as you hear them fly over, you have just a few seconds to duck quickly under cover. Even if you don't make it into a building in time, chances are you won't be hit anyway as they only affect around 10% of the map each strike. So what's the point? I wanted more of a continual panic effect, with very frequent airstrikes that do not give "blanket-coverage" as in maps like Crossfire. People will often keep on duelling regardless in Leadworks, and won't have a "well, that's the airstrike over for another 5 minutes, let's resume fighting" syndrome. If you're unlucky and an airstrike hits ground near to you, no matter how much armour you happen to be wearing, you won't survive the blast.

Included in the zip is a Jumbot route file (keved_hl1_dm09.jrf) created by myself, for those who play deathmatch against bots. Note, however, that Leadworks was not designed as a bot map...for example there are some weapons located on top of crates that require a jump-duck to reach, meaning the bots will rarely collect these weapons. Go here http://www.telefragged.com/thefatal/jumblow.shtml to download the latest Jumbot zip.

Half-Life: Deathmatch Leadworks (OP4DM)

by keved
INTRODUCTION:

Title : Leadworks
Type : Opposing Forces deathmatch level
Date : 27th October 2000
Filename : keved_hl1_op05.bsp
Filesize : 2.5mb

CREDITS TO:

1) Valve/Sierra.
2) Gearbox
3) The Zoner compiling tools verson 2.13
4) A few custom textures used without permission from Quake 3 Arena, Unreal Tournament, & Kingpin. Apologies for ripping. Make sure you buy all 3 games if you haven't already done so!

INSTALLATION:

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

PLAYERS:

4-8 players.

FEATURES:

Leadworks is a small-medium sized Half-Life deathmatch map, suitable for 4-8 players, and is the sequel to my former www.planethalflife.com "level of the week" Burning Hate. Leadworks builds upon the random airstrike in Burning Hate by providing two such airstrikes, affecting the North & South of the map respectively with each fully independent of the other. Whenever the North or South mainframe computer is activated, a succession of 3 random exterior locations are bombed by jetfighters. Lots of weapons are available for big explosive shootouts and the map features a Gasworks-like element of walkways towering over two main open areas, with a sniper/rpg loft dividing the two.

The airstrikes in Leadworks are rarely been seen in HL DM maps. Every 60 seconds, each of the two mainframe computers (located in the centre of the map, on the lowest tier) can be activated to call in 3 random airstrikes that hit somewhere in the exterior sections. The activating player earns 1 frag per mainframe activated. From when a mainframe is activated, jetfighters immediately fly over & drop their payload, so as soon as you hear them fly over, you have just a few seconds to duck quickly under cover. Even if you don't make it into a building in time, chances are you won't be hit anyway as they only affect around 10% of the map each strike. So what's the point? I wanted more of a continual panic effect, with very frequent airstrikes that do not give "blanket-coverage" as in maps like Crossfire. People will often keep on duelling regardless in Leadworks, and won't have a "well, that's the airstrike over for another 5 minutes, let's resume fighting" syndrome. If you're unlucky and an airstrike hits ground near to you, no matter how much armour you happen to be wearing, you won't survive the blast.

Half-Life: Deathmatch Scorched (HL1DM)

by keved
INTRODUCTION:

Title : Scorched
Type : Half-Life 1 deathmatch level
Date : 23rd January 2001
Filename : keved_hl1_dm10.bsp
Filesize : 4.1mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools verson 2.4.2
3) 'The Mighty Pete' for the skybox. Used with permission. Website; http://www.geocities.com/petes-oasis/
4) '[DRS]Yak_Fighter' for creating the two APC vehicles (controllable guns added by myself.) Created especially for this map & used with permission. Email; yak_fighter11@hotmail.com, website; http://yak_fighter.tripod.com/yfrf/yfrf.html
5) Valve & Planet Half-Life, for awarding Scorched as runner-up in the Valve/PlanetHalf-Life map making contest. The winning level (by Wolf) was included in an official Half-Life patch. For more info, visit www.planethalflife.com/contest/mapcontest/winner.shtm

INSTALLATION:

All 'Utopiaatoll' files into ..\half-life\valve\gfx\env\

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

PLAYERS:

4-16 players.

FEATURES:

Tau cannon & Gluon intentionally omitted - the weapons present fit in with the "realistic" visual theme (MP5, Shotgun, Magnum, hand grenades, etc.)

The Scorched.res file is for server operators only (to enable the custom skybox to be downloaded along with the .bsp map file itself.)

Half-Life: Deathmatch Assault on Pelham 123 (HL1DM)

by keved
INTRODUCTION:

Title : Assault on Pelham 123
Type : Half-Life 1 deathmatch level
Date : 19th May 2001
Filename : keved_hl1_dm11.bsp
Filesize : 5.75mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools verson 2.5
3) A few custom textures used without permission from Quake 3 Arena, Unreal Tournament, & Kingpin. Apologies for ripping. Make sure you buy all 3 games if you haven't already done so!
4) Textures credit: the creators of the official texture wads included in Counter-Strike.
5) Textures credit: a few from each of the awesome PC games Swat3, Deus Ex, and Kingpin. Buy them if you haven't already done so. Please refrain from playing this map until you have.
6) Textures credit: the 'megawad' textures, compiled by Cremator.
7) Steve "Salamander" MacCullum for the police cars & textures. Used with permission. Email; steve-mc@home.net
8) An unknown author for the burnt out cars (which I altered to suit, and added the fires.)
9) Scary_jeff for the Jumbot route file, included in the zip file. Thanks! http://www.planethalflife.com/scaryjeff

INSTALLATION:

keved_hl1_dm11.jrf into ...\jumbotwpfiles

All other files into ..half-lifevalvemaps

PLAYERS:

8-32 players.

FEATURES:
  • Two sets of "maintenance doors" are locked by padlocks. Shoot the padlocks to open the doors.
  • Security camera systems & monitors are located in two areas, one cluster of monitors giving access to the exterior camera system, the other cluster to the interior cameras.
  • When using the included Jumbot route file (.jrf) please note that the bots have trouble reaching the Gluon/Egon, which is placed behind sets of doors & padlocks. Make sure you shoot both padlocks to open the doors.

Half-Life: Deathmatch archipelago

by venomus
I have decided to fix a few long-standing issues with this old map then re-release it some time soon.

Half-Life: Deathmatch 3Ways

Beta
I?ve just started a new map. As with Fire Arena, this one is mainly an open space with 3 distinct action areas separated from each other by a moat. I?m only drawing it yet, so there?s a lot of work to do. As soon as there?s something viewable, I?ll upload some pics.

March 6, 2005 - The main level is mostly sketched. I?m starting to map it. So far, so good.

Half-Life: Deathmatch tlls_home

by ding
One of my very first HLDM maps for 2-8 players.

Based on an UT2003 map.
Textures used: Original HL textures.

Half-Life: Deathmatch Stranded!

This was a very small deathmatch map that really seemed to annoy some reviewers on the net. However, it had good texturing and what we thought to be very hectic game flow. The airlock was also really neat, although if I had it to do over, I'd make the door a func_train instead of a func_door, because players getting caught under the door would ruin the sequence sometimes. Other than that it was cool to have players get sucked out into the void of space.

I had 5 or 6 friends that came over regularly for LAN play and they ALWAYS asked for this map.