Snarkpit Maps Archive

Half-Life: Deathmatch RainMetal

Beta
From the moment onward I first saw a rain tutorial for Half-Life I've wanted to create a map, which would utilize this effect. The very first rain tutorial I read used an env_beam entity to create the rain. The method was slow to implement and very hard on the entity budget. Later on I came across a different kind of rain tutorial which used func_conveyors instead of env_beams. Three years have passed since I first read that tutorial and now I've finally begun to make that Half-Life map with rain in it... Due to the fact that I'm currently serving in finnish army it might take a while for me to finish this map, but all in all I'm determined to get it done.

Update: new pictures.

Half-Life 2: Deathmatch Cavern

by ReNo
Beta
Ultra-early (pretty much concept) shots of a dungeon/mine map I'm playing around with. This is a continuation of the theme I was using for my contribution to DrGlass's mosaic project, which unfortunately seems to have died. I'm aiming for a Vagrant Story style atmosphere, as that game had some awesome areas of a similar style. I'm planning on having it all take place underground, but may have the odd glimpse of sunshine breaking through here and there.

Also note my funky new watermark thing on the screenshots. Let me know if you think its uber sexy, horrbly intrusive, or just plain ugly :D

Half-Life: Deathmatch Thanatos

by Myrk-
Beta
Missed the map competition, but now it is getting all souped up to end my HL1 mapping days :P

Got nice swamps outside and a varied theme that you should like... Screens will come soon after I return from holiday.

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Counter Strike De Ruins

by Myrk-
Beta
Set in the jungle at the Guetemala/Belize boarder, it is apparant that the Guetemalans have a new ally supplying them. Move into the jungle and take out the first load of these new weapons....

2nd and 3rd pics are uber old. Some of you might remember them from a couple of years back.

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Counter Strike De Swamp

by Myrk-
Beta
Swamp map set around an abandonned German WW2 bunker network...
Uses DOD fog atm (cus its pretty)

MAP DISCONTINUED DUE TO ENGINE RESTRICTIONS!

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Counter Strike De Hudin

by Myrk-
Beta
Blackhawk down style map using the latest of my technology ;-) to create a dust/fog effect without the particle engine!
Take out the chopper ruin, then seek out the little raghead whos hidden somewhere...

Massive layout problems, time restrictions and the dawning release of HL2 means this map has been suspended until otherwise.

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Half-Life: Deathmatch Delta 9

by Myrk-
Beta
First map I started making for the 2003 Concept art Competition on Snarkpit.

1st Picture is with weather effects.

[LEVEL TERMINATED]

Half-Life 2: Deathmatch Hex

by ReNo
Beta
Merely a proof of concept at the moment, I've no idea how or if I plan to develop this rather novel level any further.

Half-Life 2: Deathmatch DM_Echo

by ReNo
Beta
What was due to be my entry for Valve's HL2DM mapping contest now finds itself stranded amongst a fair crowd of incomplete endeavours. Some day I'll finish it....some day ;) The more astute amongst you may notice this is a successor of sorts to my HL1DM map of the same name.

Screenshots are the same as before but I was testing out some little watermark thing I made.

Counter Strike Source cs_unreal_v2

cs_unreal_v2 by AnarkiNet (AnarkiNet@gmail.com)

Sci-Fi-ish Unreal Tournament inspired hostage rescue map.
(Some textures from Unreal Tournament 2004)

CTs: Rescue the hostages from the Pipe Room, and bring them back to the Garage.

Terrorists: Keep the CTs from bringing the hostages to the Garage.

Note: This is a fixed version to solve some problems with filenames for Linux dedicated servers.
Also, some map tweaks were made to improve quality and performance.

Visit http://game-advance.net for my other maps.

Half-Life: Other... PX_Selfless

by ReNo
Beta
A map for the co-op HL modification "Paroxysm". The map takes place in a mining colony recently infested with aliens. The ARU were sent in to deal with the threat and rescue any survivors, but were overrun at their insertion point and contact has been lost. Your team have been sent in to attempt to establish contact with any remaining ARU troops, search the facility for survivors, and eliminate the alien threat at all costs. Destruction of the facility optional :)

Much of this map is salvaged and modified from parts of my last PX map "px_colony", which was strewn with errors and too much hassle to work on.