Snarkpit Maps Archive

Half-Life 2: Deathmatch dm_Intense2

by BlisTer
2nd compo entry.

Though it has similar elements as his predecessor, this one is for the fans of less cubic elements, more theme presence and more compact gameflow. Other changes include:
-altered the middle connection
-orb room
-RPG room
-weapon landmarks
-some lighting

or in 2 words: more intense

Call of Duty mhm_Bootcamp

by MadMan
Beta
My clan asked me to make a bootcamp for them so i started a map, 1 week later i made a very small ''map'' for them.

the players like it so i guess its a nice map then.

i made a shooting range and a obstacle course.

just fixing some remaing bugs now

(btw theres a underground tunnel between them)

Counter Strike Source de_garage_b1

Beta
Alright this is a tentatively title map set similar to cs_office and cs_twilight.

It's only called garage because I built the level on top of a pet-project of a car garage, and haven't thought of a better name yet.

Basically, it's defuse map in which the T's start off outside the building, and the CT's are already parked inside the garage. There is an office complex above the garage, in which is located one of the bombsites, the other of which is the CT spawn point.

There are a few issues I still have to deal with, such as:
  • Lighting/ceiling on first floor needs to be completed
  • Second floor needs decorating
  • Decals need to be applied at the very end
  • Bots suck at navigating (they only follow one route, unless you command them to follow you, and even then they suck at it)
  • There's a single missing texture on the edge of the map, beside the sky box. It was a signature texture, but I screwed up the process of incorporating it into the BSP so I just quit for now. Will be fixed in the next beta I assume.
It should be noted that the map file is actually "garage_b1", as the de_ prefix was accidentally left off. Since this is the first beta, I'm not going to bother correcting it, and will instead fix the error for the release of the next.

~~~***Extract to your Counterstrike Source/cstrike/ folder***~~~ A readme was forgotten in the zip file.

CHANGES COMPLETED SINCE CURRENT BETA
-Remodelled parts of the front yard.
-Removed unnecessary fence behind "skybridge" area.
-Fixed odd-looking lights in the projector room (the ones turned off)
-Centred ALL the lights on the second floor. Results are more realistic and professional; fixed small error with one of the lights
-Fixed some physics entities (falling pictures, moved vent cover under vent at beginning of underground area)
-Small skybox changes
-Added lighting on first floor... no longer disembodied light entities
-Touched up parts of the "side building", on both floors
-Started decorating second floor... it now has doors, more props; still incomplete
-First floor has more decals and props, looks much better. Changed a few walls to smooth out the look of things and add variety.

Counter Strike Source BreakSpace

by Coestar
Beta
Here's yet another new break map I'm working on, this one taking place in outer space. The difference between this one and the others so far is that I'm creating all of the resources from scratch. My own models, textures, skybox, everything.

There's not too much to show just yet, but you can check out the screenshots to see that all of the content (aside from the combine window materials) is completely custom, including the skybox texture.

More details to come soon!

Day Of Defeat (HL) dod_strom_b4

by siron
DOD_STROM (beta 4) by Kyle "Siron" Florence (kyle.florence@gmail.com)
Fall, 1944, Germany

Allied troops advance on a small german held town. After setting up
their headquarters, a small squad of allied soldiers are sent out to
capture the remaining german forces and secure key positions in town.

Allied Objectives:
- Capture the 5 flag points

Axis Objectives:
- Capture the 5 flag points

Textures by: Scott "Kamikazi!" Jordan, Svante "Xerent" Ekholm,
Chad "Masako" Barnsdale, Daniel "kleinluka" Luka, Arjan "IR" Bak.
Models: Valve, FloMatic, Arc
Skybox: Kraftstoff

Thanks to: skdr, Shane and CoJ

Sven Co-op (HL) Tension

I've greatly improved on my architecture, map layout, and design. This map demonstrates a bunch of new things I have tried. I worked relatively hard on this one and I think it came out pretty good. Everything you need to play is in the ZIP

(Save As "sc_tension" in MAPS folder)

Half-Life 2: Deathmatch RhopaStylis

RhopaStylis,
By Mad J Munter

RhopaStylis is an effect,
is set in a temple of water,
is caught on a pan diminsional vortex,
and is falling apart from the inside...

Enjoy!

Half-Life 2: Deathmatch CropaStylis

CropaStylis
By Mad J Munter

CropaStylis is a physically impossible temple that anceint worshipers once thought was a entry into the world of a small lopping beatle...
That was until Mad J came along, and now you can fight there.

This is a Cropped Version of my Rhopastylis map, It is missing about half of the original concept but it runs a lot smoother and is a bit more fast paced then Rhopastylis.
Enjoy.

Counter Strike Source Awp_Castle_V2a

awp_castleV2B is Comming!!!!! (01-09-2005)

Natural Selection (HL) co_ethereal

Beta
Discontinued, opensource.

I ask for credit if appropriate in return. Simple? You bet your ass it is.

Counter Strike Source BreakEm_v2a

by Coestar
Update Release!

Breakem_v2a fixes/additions:
  • You can no longer climb, jump, or boost to get beyond the borders of the map!
  • The water in the canal is now DX7 quality, so expect an FPS boost!
  • A not well hidden easter egg!
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This is a map that I designed as part of the "break fad/craze", or whatever you want to call it. Basically, the floor in this warehouse-styled map is completely destructable, as well as a few other things. You can climb up into the vents, swim around, and generally do whatever you want. Author's preference? Being sneaky. >:)

Feel free to join up and play this map at: 70.176.164.81:27015