Snarkpit Maps Archive

Half-Life 2: Deathmatch dm_ministryoflove

Beta
The Combine were growing. Gordon Freeman may have been securing City 17's safety but this far-reaching military dominatrix was already consuming city after city. They were growing cleverer too, managing to use ex-human soldiers to read Earth books to them in the Combine native language. One particular novel excited them; it was a well known novel, partly for it's insight and partly because it was just a captivating story.
After reading Nineteen Eighty-Four by George Orwell, The Combine knew what they had to do to succeed. The Citadel had fallen so the Ministries could rise.


A work in progress. Should be good to get a bit of Team Deathmatch going on this map, say the Rebels have invaded the Ministry or something.

Half-Life 2: Deathmatch dm_laststop

Second in the Abandoned Places map set, 'The Last Stop' takes the fight for City 17 underground. The 45th Avenue subway station has been permanently sealed by the Combine as part of their campaign to restrict subterranean citizen movement. Since most of its contents still function, the Resistance are making moves to take control of the station... no matter the cost.

UPDATE: Final Version Release

Half-Life 2: Deathmatch BTU Disposal Complex

by Fluke
This is a theme map for our Clan Blunt Trauma Unit that has received a lot of nice comments. It's a dark eerie dead complex a complex once used when BTU was formed. A complex we used to dispose of our fallen enemies. At one time it housed an Acid pit for disposal of our victims. As the building was closing down the pit was decommishoned and filled with water. The only remaining evidence of BTU's work is the meat hook hanging over the pit. The map contains many other rooms, such as a bar, garage, computer room, generator room and one functional door with goodie behind it. It's a fun tight map and I think people will like it. I made the map trying to maintain good fps but not strip all the eye candy. Stay tuned for some other maps.

Counter Strike De_Alaska


  • STORY *

It seems we have lost contact with a
Police team that were protecting the
transfer of UN Special Force weapons.
About half way through, they were hit
by a major snow storm. This storm
caused them to stop, and move the
weapons to a near by cave.

Terrorists:
Plant the bomb and blow the weapon
crates!

Counter-Terrorists:
Stop the terrosists from planting
any bombs!
(Remake of an old map I found on my computer)

Half-Life 2 Junk Yard Dog!!

Beta
First attempt at mapping. I have background with 3D modeling using 3D studio max for architectural purposes and as you can figure out I have a background in architecture as well as playing in a junkyard when i was a kid. Some custom models and custom textures are going to be included with this map.

If you are a thinker and love puzzles and traps in a map, this map is going to be the one for you. All I can say right now is ... THINK ABOUT REAL LIFE... IF ITS OUT OF GAS GET SOME... IF THE IS NO POWER... PLUG IT IN!!!

More info coming soon!!

Half-Life 2: Deathmatch dm_tertre

by nooba
Inspired by a picture taken by 'Henk van Rensbergen' of the carcoke factory, Tertre. Not a 100% accurate reproduction of the place, but I tried. :)

Half-Life 2: Deathmatch dm_Slanska

Thirteen miles from Sector 13, an factory complex by the shore lies abandoned. Several decades ago it was producing steel parts for the Combine, but a series of strange events forced its closure. Rumours of freak accidents and ghosts still circulate. After the outbreak of the Revolution, Combine and Resistance forces fought over the factory grounds, trying to claim it as a base of operations.

I wanted to create a tight, realistic level based on the photography of the Ruda Slanska factory in Poland. When (if?) the Infiltration mod is released, I will port this map to it, as I had always planned to make this map for that sort of gameplay.

UPDATE: Final version released

Half-Life 2: Deathmatch DM_Spiral_Assault_Team

More screenshots can be found on the related link page.

This is a Team Deathmatch map for HL2DM. It is a team deathmatch only map. Very linear. Essentially a team on either end of a wide hall that spirals up with a large room in the center. Non traditional and conceptual rather than realistic in design. But should be a fun map for some people.

Features:

-basic weapons only (well, a few goodies). No rocket launchers or crossbows though. If people want, I'll make another version with all weapons included.

-A trigger_hurt system is placed within each base. If you get too close to the ememy base you will get a warning. Enter the base and you will start taking damage from ambient gunfire (as well as spawning opponents). This prevents either side from dominating the entire map and camping spawn points.

Thanks for checking it out. Let me know what you think.
moonracer1313

Half-Life: Deathmatch untitled

Beta
This was the first attempt to create a HL map. About three people tried working on it - but failed because of a huge lack of experience, time and energy.
The map originally was about two facing bunkers, one of them almost destroyed. That's all we had in mind at that time. I think the original files have been deleted.

Half-Life 2: Deathmatch Dm_RoboticArmSentinel

by Krono
Beta
This is a map for my robotic arms that are going to make up a car factory, currently i'm testing them out in a fun 2 player map, where when you try to get the rpg in the middle hell breaks loose...

Half-Life 2: Deathmatch Dm_mosaic1_beta

by DrGlass
Beta
Please visit www.docglass.net/mosaic.htm for more info on the mosaic project. Join, find new versions, see media.

Area 2 - Willian "habboi" Nicholls
Area 5 - Liam "Trapt" Loriente
Area 7 - Indrek "Madedog" Triipus
Area 9 - Ryan Maclachlan
Area 10 - "Addicted to Morphine"
specail beta area - Drew "DrGlass" Hornbein

6 mappers
5 countries
1 map

Send any questions or comments to DrGlass@docglass.net

Also, if you own a server and want to host it please tell me so I can list your server on my website.

Half-Life: Deathmatch Lab17: Quake

Deep beneath the surface of this remote island, at the end of a mile-long rail tunnel, lies this laboratory devoted to discovering the secrets of the slime. Sure, it's green, it's slimy, it smells bad -- but obviously there must be more to it than that! (People can get research grants for anything! Governments doubly so!)

Warning/apology: I got a little carried away with the scope of the various Lab17 levels, and eventually gave up all hope of keeping the r_speeds respectably low (mostly because I'm spoiled by having good machines to run them on.) Consequently this level is a bit of a hog, and it won't play properly under HL's software display driver. It runs fine on a 2GHz Celeron with OpenGL. You have been warned!

This is the post-disaster variant of Lab17: SlimeLab. A severe earthquake has caused major structural damage to one side of this subterranean complex, destroying the slime storage tank and flooding part of the building (and the huge crack in the supposedly "unbreakable" window, allowing the flooding slime outside to pour in, didn't help matters!) Aftershocks continue to plague the lab...