Snarkpit Maps Archive

Half-Life: Deathmatch Lab17: SlimeLab

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 full SlimeLab level -- the "sequel" to Lab17: Storage. There is also a post-disaster variant of this map, Lab17: Quake

Natural Selection (HL) Veil

Welcome back to Eclipse Station.

First included in Natural Selection 2.0, then passed on (with some updates from me) to MrBen for the 3.0 release.

Natural Selection (HL) Eclipse

Included in Natural Selection 1.0/2.0

Version 3.0 included mostly my changes but was handed off to Ben "Mr. Ben" Ives for safekeeping after starting my employment at Raven Software.

Counter Strike Source de_raincheck

Final Release.

It's a competition entry for that HL2Mapping contest. It's set within a freightyard which is currently home to a weapons train. Terrorists try to bomb the train or the freight inspection office while the Counter-Terrorists try to stop their nefarious actions.

Half-Life 2: Deathmatch DM_Abandoned

Beta
My first DM map...i hope it is going to be succesfull...anyway...this is an abandoned apartment...except that its full of War, Blood, and Some Butt kicking to do...I still DIDNT finish this map...so u may relize some bugs, errors, noobish mistakes...and anything else...plz if u find something GOOD to add ...plz tell me right away by commenting...All pictures are in the URL : http://www.freewebs.com/zuhdiweb/news.htm

Half-Life 2 Uplink

by booker
Beta
Remake of the demo for Half-Life that was called Uplink.

For those that don't know, when Valve released Half-Life they didn't put out a demo for it that just had a few levels from the game. They made a sort of side story about having to align a dish to get an uplink to a satellite to open a security door.

Counter Strike Source aim_roguespear

by booker
UPDATE (5-20-05): aim_roguespear is now open source so you are free to use it anyway you wish. Go here for download links for the .vmf file.

A remake of the Rainbox Six Terrorist Hunt training map.

this is a work in progress. there will be things wrong with it and things left to fix.
-----KNOWN PROBLEMS------
1. middle area need to be optimize
2. soundscapes not working right
3. two buildings in middle are not finished yet
4. no hint brushes are used in this version

this level was not intended to be played online. the purpose of this level is just a learning project.
once its finished i will release the .vmf for anyone to use as they want.

for those that don't like fileplanet
DL: http://members.cox.net/mvail/%5Bwip%5Daim_roguespear.zip

Half-Life 2: Deathmatch dm_nighthawk

An 8-12 player DM map with an urban theme and a mixed indoor/outdoor layout.
_________________________________________________

01.02.05: Added a download link 3:48am EST - beta two is ready to get run through.

01.04.05: Put together a quick feature page. Check out more screenshots there. Posting a new beta in a couple hours.

Addendum: New beta is uploaded.

01.07.04 Uploaded beta four.
Comments/crits are as usual, requested and encouraged. Now has 13 (OMG unlucky) spawns and I think it would run 8-12 players decently. 10+ would be pretty intense, but IMO, still not too spawn camping crazy.

Got a bit of feedback from some individual testers, but no feedback from a full-on game. Hoping it doesn't run like an epileptic three legged donkey when the prop_physics start flying and there's 8 ppl in it.

Still has mistakes/unfinished zones, therefore the lonely +1% added to the percentage done. I mainly have been dealing with boo-boos and reworking existing stuff. For example, I finally have all four ladders working decently. :/

Still plan on Jan 10th release!

01.08.05 - OPTIMIZZLESHIZNATION in effect. This view http://andrewbakerart.com/hl2source/images/hl2dm_nighthawk_sh03.jpg used to clock in at 17 FPS. Bad, but performance-wise, that is the very worst part of the map you could possibly be at. Up to 25 FPS now with some smartey menz optimizing. This is on a AMD XP2500+ and a 9600XT, so I am hoping it will be acceptable into the future - and more optimizing should push it well over 30 FPS before I release it as final.

I had a person offer to host it for beta testing on a server last week , sent BETA4 but to them, but have not heard back yet... :(

01.10.05 - BETA FINAL. That's it. Last run around. next set of fixes and updates and this gets a fork stuck in it.
Took out all the logo-statue jibba-jabba in the street - I think the extra space will make it better for play, and replacing those func_physbox entities speed things up some. Done a large amount of converting geometry to detail ents - so much the .BSP file is almost 1MB smaller, even tho I have actually added more to the map.

I'd really love to hear if anyone spots mistakes, or just plain dumb stuff. Whew.

01.13.05 - I'm frikken done. Have at it! Final version is availiable for downloading and complaining about!

Half-Life: Deathmatch Lab17: Storage

When the subterranean river of slime was first discovered, along with its unearthly fauna and mysterious crystalline growths, a nameless branch of the government scrambled to install a research facility to explore its potential for military applications. Soon after construction was completed, the installation suffered structural damage due to the inexorable growth of the crystals embedded in the surrounding rock.

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 level is the first half of what was originally going to be SlimeLab; its companion level is Lab17: SlimeLab. For the complete SlimeLab history, read this. There is also a post-disaster version of Storage: Lab17: Flood.

Half-Life: Deathmatch Lab17: Flood

When the subterranean river of slime was first discovered, along with its unearthly fauna and mysterious crystalline growths, a nameless branch of the government scrambled to install a research facility to explore its potential for military applications. Soon after construction was completed, the installation suffered structural damage due to the inexorable growth of the crystals embedded in the surrounding rock.

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 level is the post-disaster variant of Lab17: Storage. Persistent earthquakes have caved in a section of the subterranean river, and the slime level has risen dramatically, flooding part of the complex. Much of what remains is running on emergency lighting: this is a much darker level than its predecessor, although quite a bit of effort has gone into ensuring it is not too dark...

Counter Strike Source fy_dockworld

by lambru
My first cs:s map. A tiny map i started as an exercise that i found very funny to play.

Funny to play with a few number of players and with any weapon: rifles as well as snipers or pistols. It's also good as a knife arena. Both hostages and bombsite are present.

spawns: 32
guns: any

Call of Duty Sillouette

Beta
This is a nice wide open stalker/sniper map at night (no its not pitch black if your wondering)

has some building that have a sort of crossfire feel but dont look like it at all... ser you'll see when you play

It looks great and plays great and we had heaps of fun on 6 player LAN

and on top of all that this is my first HL map =)

Enjoy and dont expect total n00b crap from it