Snarkpit Maps Archive

Half-Life Vertical Hazard

for Half-Life 0
Beta
A HL single player modification that was put on hold in late September, 2003.

Half-Life: The Specialists ts_antrodome (The Antrodome)

An office map with a mixture of western and Asian culture.
The map will be included in TS 3.0

Half-Life 2 Cave

Beta
This single player map was developed as part of my pgd in games technology. It took about 4 weeks of solid work to get it to this stage. The map is based on the player trying to excape a underground cave complex run by the goverment. The player starts in a prison cell and must make his way through the complex and out into the city.

Half-Life 2 Cave

by Stadric
Beta
It's the older version of cave, but with added displacements, and improved performance, which make for a better map overall.

Half-Life 2: Deathmatch dm_playground_enhanced

Map: dm_playground_enhanced
Map Type: deathmatch
Rel: 3/1/2008
Author: Mike Jones - [EM] Moike_the_Squid
Email: Moike_the_Squid@yahoo.com
Spawns: 7
Size: 5.80 megs
  • Screenshots:
http://moike.net/gallery/index.php?spgmGal=dm_playground_enhanced
  • Download
http://moike.net/hl2-maps/dm_playground_enhanced.zip
  • Emanon Systems HL2DM Dedicated Deathmatch Server with the map in rotation
moike.fatlens.com ~ 64.124.140.210:27015
  • Credit for the base design goes to Nipper, this map was originally a conversion of Nipper's CS:S map 'playground_x_s_d'
Feedback Appreciated...

####
Updates since the release of dm_playground_deluxe (rel ~ 12/18/2005)
####
  • Fixed the tram system. Trams are visible, larger, easier to get in and out of now, and the button logic system is flawless.
  • Skybox improved, live video feed via a 'monitor' to a 1/16th scale model of the map inside the skybox so players inside the skybox can look down and see what is going on inside the map realtime.
  • Skybox teleport fixed. Props that teleport into the skybox via the tunnel no longer get stuck in the skybox floor surface.
  • Yet again more optimization/gameplay performance tweaks - reduced r_decal_overflow errors, overall FPS boosts.
  • Lighting improvements. Changed the 'mood' of the map to more mid-afternoon, brightened up some of the darker areas of the map.
####
Updates since the release of dm_playground_final_rc2 (rel ~ 07/24/05)
####
  • Redesigned playfield geometry for improved gameplay
  • Removed some ambient_generic entities to reduce overhead
  • More optimization/gameplay performance tweaks - big FPS boost during 10+ player play.
  • Improved textures/lighting
  • Major hidden bonus feature
####
Updates since the release of dm_playground_final_rc1 (rel ~ 7/20/05):
####
  • Fixed a bug that was causing physics meltdowns with repeated use of the ggun during buzy deathmatch play
  • Fixed a problem with the hint/skip brushes. This greatly improves the FPS by quite a bit in many places
####
Updates since the release of dm_playground (rel ~ 6/10/05):
####
  • Redesigned tram system now as working call/activate/send buttons. And the trams are -FAST- now.
Fill the tram bucket with SLAMs,send it over to your crossbow camping friend in the tower across
the way, detonate. Happy explosive death follows.
  • Full soundscapes and sound F/X. Ok, I admit I was wrong. The map is much better with ambience.
Thanks for the suggestion.
  • The 'fun' phys-props added. The crappers, the sawblades, the sofas, etc, all the things you
wish you could huck at people while standing in line at the DMV.
  • Improved textures/lighting/geometry/displacements/props/skybox. Yadda, yadda...it's prettier.
  • More optimization/gameplay performance tweaks.
  • A couple hidden bonuses
####
Updates since the release of dm_playground_beta (rel ~ 3/16/05):
####
  • Greatly improved overall FPS, heavy optimization, much zippier gameplay
  • Redesigned playfield geometry to be less camper friendly
  • Complete texture tweaking/rescaling
  • New detailed skybox
  • Removed the water tower

Half-Life 2: Deathmatch Echoe

Beta
Okay here is the other map. Another WIP. This one i spent more time on, none of the textures, detail and building brushwork are final (note the buildings appear to have no damage). What i personally like to do is work on gameplay first... then move onto detail... as I did with October. Havent started adding detail to it yet. Also this map is up for grabs to any mod that might think it fits theme. Basically these two shots are an atmosphere test and gameplay test, as you can see the layout below.

Counter Strike Source shooting_range

by Silmano
This map is a classic shooting range. There are several hide spots and some targets with "prize", but many of them are difficult to break.

Some targets will break the boxes near em (so enemy couldnt hide) and the big target will make a big explosion on enemy's base (but its hard to knock down)

There are a total of 4 targets. At least 3 of them require some heavy fire to break and they will break also the crates near them. The last target requires a lot of damage and will trigger a 7xC4 explosion on enemy's base. This makes it hard to shoot, but the reward may be handly if they're all there...

Half-Life 2: Deathmatch October

Beta
HEY! so its been about a year sinse I have really shown any of my work or done anything. Well thats because mods like to act like game dev companies which i believe is bullls**t. So i left them! And took my work with me. hahaha. This map is pretty small not sure if want to release it as a DM map or what i am going to do with it. Also there is another map I have to show but unfortunatly I deleted all the pictures so I will have to take more some other time. Anyways heres October.

Counter Strike Source teleport_mayhem

by Silmano
The map has two main rooms: A first one with both starts and a second one with a total of 8 rooms. From the start you can exit the room using 4 different teleporters (2 for each team), but you may not know where you land since they're random. Once in the other room, we can get to another cage using the teleport in each one.

The fun of the map is that no one knows where is gonna land and you may land in front of your enemy. There are also 2 objects that will break base floor (where you start) to avoid campers/idle players and another that will break all the glass rooms, so you will end in the same room.

Counter Strike Source dark_room

by Silmano
This is the first map I've made for Counter Strike: Source. Its kinda simple but its fun.

The map has few lights (all lights on base floor are breakable). This map makes the player use the flashlight to be able to aim or see the enemy. On the other hand, the enemy might track you if they see your light's beam.

For more screenshots visit: http://silmano.byethos3.com/maps.html

Day of Defeat Source dod_risk

by Supa
Beta
dod_risk_b7 by Supa

Download

Risk is a game of world domination,
where the object is to conquer the world.

While I was day dreaming the other day I came up with the idea for this map. I use to play Risk! with my friends allot and it was always good fun. We actually programmed a TI calculator to do the attack and defend dice rolls faster so we could get more games in.

dod_risk room pic

If you have played my other source maps like breakout or breakship you know my maps are strange but fun and risk is no exception. The game stars with the Allies and Axis spawning in seperate but identical rooms featuring a risk board on a table with colored risk armies placed on all the territories.

There are 6 starting config years which feature the Allies and Axis occupying the countries they owned or influenced during January of years of 1940, 1941, 1943, 1945, 1959, and 1982. The first four being World War II and the last two are The Cold War. These are chosen randomly upon round start and sometimes favor the Allies or the Axis. The colors of the risk piece show which spawn points your team can use, ie green for Allies, red for Axis, and black/yellow/blue for neutral countries.

dod_risk start pic

When you step on your spawn piece you are transported to the battle map. The big world map uses the NASA BlueMarble image for realistic continent textures. Each spawn point has a linked risk piece in the world. You can capture a spawn point by walking up and touching it or capping the flag of the continent that the spawn point belongs to which denies the other team from using it. There are six flags, one for each continent. You must secure all six continents simultaneously to win. If you capture all of the enemy spawn points you will find this task much easier. You can see each teams progress updated in realtime on the risk board as the spawns change colors. Where your teams reinforcements re-enter the game can make the difference between victory and defeat so choose your spawns and objectives wisely.

dod_risk warfare pic
dod_risk overview pic

I highly recommend you restrict the weapons to small arms. This map was not meant for rifles and snipers and when they are enabled it makes for boring stand off battles. I use this config for the map in my mani map config folder and the games are upclose, gritty, and a hell of allot of fun.

mp_winlimit 14
mp_allowrandomclass 0
mp_limit_allies_rifleman 0
mp_limit_allies_assault -1
mp_limit_allies_support -1
mp_limit_allies_sniper 0
mp_limit_allies_mg 0
mp_limit_allies_rocket 2
mp_limit_axis_rifleman 0
mp_limit_axis_assault -1
mp_limit_axis_support -1
mp_limit_axis_sniper 0
mp_limit_axis_mg 0
mp_limit_axis_rocket 4

If you would like to try it out feel free to drop in our server and have the map fast http downloaded to you in game.

XSGameDesign.com [DOD:S|FastDL|FF=ON]
207.210.217.208:27015

Supa

Counter Strike cs_mycasa

Beta
Development, if it can even be called that, stopped sometime in the spring of 2004. Nothing to see here, move along.

My first attempt at mapping was to recreate my house from memory, and then turn it into a hostage rescue map for CS. Obviously, after putting some time into it I realize my house would never be a great place for a hostage rescue scenario. So, I stopped work on it. However, I wanted to add it to my maps because I feel like its my first attempt at a fully realized environment/level.

Shot 1: Garage entrance in the basement with stairs to the first floor.

Shot 2: 2nd floor hallway.

Shot 3: Worldcraft view.