Snarkpit Maps Archive

Half-Life: Deathmatch H&S

by ct44
a level of hide and seeking, there is a small base players have to get to before the get taged ie shot/ works with a 8 player lan.

Half-Life Lab Tes

for Half-Life 0
Beta
Haven't really decided at all much about this little package. To be hones, I've only got two screens.

Oh well, it shall be a single-player map in a (space?) lab enviroment with the usual stuff.

Textures by blazeeer

Update: More screens.
All screens here

Counter Strike Source cs_trainstation

by SmeTskE
Beta
cs_trainstation is a conversion of a map from the game Tactical Ops, wich was a real-time warfare mod, on the Unreal engine. To be very honest with you guys... I didn't like the gameplay, but I did like the maps, so I'm making this remake of one of the maps, called TO-Trainstation.

This is a hostage map. It will take place in a 2 story building, the trainstation. Terrorists will spawn in the station and Counter-Terrorists will spawn outside on the street. There are 4 different ways to get in, but only 2 to get out of there.

I'm still learning to work with Hammer and this is my first map with this editor... Comments are welcome.

Completion Status:
  • Geometry: 90% (Where the player will be able to walk)
  • Detailed: 40% (Support pillars, sidewalks, fences, ...)
  • Textures: 70% (According to the finished Geometry)
  • Models: 15% (Boxes, light's, fences, cars, ...)
  • Lightning: 60% (Models and sources)

Counter Strike Source aim_inquisition

Beta
Inspired from the Games Workshop game "Inquisitor", its story and the imperial hive setting.

Bugs:
For some reason not all of the spikes on the Chapheaux show up. Hammer says they're invalid solids. I've tried copying the non-invalid spikes, if tries added new spikes. Nothing seems to work. No idea whats going on there

Architecture is done for the most part. I now need to texture everything (its currently in dev textures) and add a 3d skybox

Tips: The lower levels are close, and relatively well lit

Story: A small band of terrorists are trying to sneak into the Imperial Chapheaux (The big building by the CT spawn with lots of spikes on it) to assassinate the Governor. Fortunately the Inquisition had a feq informants inside the terrorist organisation. A squad has been sent to intercept them, and prevent them from entering the Chapheaux

EDIT: I'm going to upload the filefront when the upload page is back up (its currently down for maintenence)

EDIT (again): File uploaded

Counter Strike Source fy_criticalstrikeV1

by Savage
This is a fun map made , for testing my bridge that I am going to use in de_critcalstrike (css version.) for all enjoy and post a reply blamm it tell me you dont like or what ever im here for suggestions and flame aswell as reviews. But just keep in mind this is my first ever made map so go easy on me :D

Half-Life 2: Deathmatch DM Neon

by IZaNaGI
This is the final version of my latest map DM Neon. Set in the distant future this is an urban map set around several floors of an entertainment district. The map encourages both large and short scale intense weapon based deathmatch depending where you are in the map, as well as giving grav gun fans the chance to throw some stuff at each other on street level. Almsot the entire map is accesible including the roof area via jump pads.

The texture set is 99% custom and there a few custom physics objects (physbox) thrown in as well. Info nodes have been placed so there is a limited bot capability in mods such as GMOD. The map will also (with any luck) be converted to Dystopia in the coming months, seeing as the general themes are so similar (not intentionaly though!!).

The map supports 12 man DM and TDM and is fully BSPZIP'd.

Half-Life 2: Deathmatch dm_untitled

Beta
For a year now, and i didnt do any hl2dm maps, so, im planning to do a new one, with good fps :D
The layout is a huge mansion, with a master bedroom, a large dining room, and a garden, but im still working on it...
My first hl2dm map :D

[WORKING TITLE]

(Will be Updated soon....)

Half-Life 2: Deathmatch dm_untitled

by mfg
Beta
... shapes are forming in my head ...
... concept arts are drawn in my sketch book ...
... and the time will come to continue working on this map ...

Half-Life 2 Moody map

by Oski
Beta
Im going for a somewhat creepy/moody theme. The areas shown are somewhat wip, and they are not as dark ingame as they seem to be in the screens. Its not going to be a DM.

updated screens

Half-Life 2: Deathmatch Shore

by Joe-Bob
Beta
The Combine has used this former mining facility as a research base for several years. However, the incident at City 17 has required the occupying unit to abandon the post.

After realizing that this map is entirely too large for 8x8 teamplay, I've decided to use my tutorial and make a TFC Warpath/Firearms for HL1/Battlefield 1942 style "push" gameplay. Mp_teamplay 0 will still allow regular deathmatch, since having 15 opponents ought to be enough even in large map.

I'm a stupid jerk for not releasing this. I guess I kind of got bored, but it was sitting nearly finished for months. It's probably too large to get playtime, but I'd still like feedback. If nothing else, I feel I learned a lot from this and had a good time making it.

Half-Life 2: Deathmatch Industry

by Crono
Beta
The Map:
Its a scientific 'base' created to terraform a barren planet/moon.

Commentary:
This is something I've been goofing around with, I spent entirely too much time on this area, as this is the only area.
I plan on expanding it out, possibly adding heavily 'trap based' game play.

One idea I've had for it is the ability to pressurize 'cabins' and such, creating a total gibing effect. Possibly add destroyable ventilation systems.

HL2 Notes:
I've scrapped the HLDM idea and started again in HL2DM. What does that mean? TRAPS! Also, the size will probably increase. I MIGHT make it so you can go on the planet surface ... with a buggy ... But probably not.

[Update 10/27/2005]
It got f**king deleted.

Half-Life 2: Deathmatch Justice - DM

by satchmo
Medium-size map for 8-10 players. It is my first multiplayer and Source map. The architectural design is inspired by the Santa Barbara Courthouse in California. It's a map that I started making with HL, but finished with the Source engine.

I converted this map into a single-player campaign. You can check out the action here.

...and justice for all.