Snarkpit Maps Archive

Half-Life 2: Deathmatch DM Tannery

Beta
Map based around a real factory/tannery near where I live; gameplay should be fairly 'open' and corridor-less, with weapon placement keeping the map flowing.

Most of the exterior has been done, warehouse interiors need populating with machinery and fun-ness.

Half-Life 2: Deathmatch dm_cliff

by DrGlass
Beta
[may 7] Beta is now avalible, I'm going to try and get it on the snarkpit server. There are still a few problems, but they are only visual (that I know about)

[may 2] Well I left Cliff to compile over the weekend and I finaly got the damn thing to work. I may have found my problem, all I need now is a solution.

Media update aswell. The main open area too a huge performance hit. Went from 50fps to 15 fps with little or no addition to the area (strange) but that is the area where I have found a problem.

[april 26] Huge amount of progress here. Though I have no new screens to show. The lay out came together and everything is looking great. I havn't been able to compile due to (I think) a HINT brush error. I left my map compiling over night, almost 14 hours, and it wasn't done... I'll go through and tweek some HINTs. I think this compile will be the last one I need for public beta.

[update] Small update. Changed the natural light, made my first trap... its all comming together well.

A small Deathmatch map located in a cliff side old industrial complex.

The battle will take place on both sides of the canyon. On one side is a small visitor center and on the other is a cargo loading platform. Most of the action will take place out side near the cliff edge.

Half-Life 2: Deathmatch dm_derelict_twilight_pre_final

Beta
Map Name: DM_Derelict_Twilight

Author: Highlander

Release Date: Pre-Final: May 6, 2005

Number of Spawn Points: 9

Download Link #1: http://highlander.ziest.com/files/derelict_twilight_pre_final.rar

Download Link #2: http://moodleweb.nuclearfallout.net/maps/dm_derelict_twilight_pre_final.rar

Details:

For this second-to-last edit, I concentrated on structural changes, plus placement of weapons, ammo and power-ups. A number of changes have been made to drastically speed-up gameplay and make the best use of the space in the map.

Framerates have been optimized as much as possible, and are probably the best that they will ever be for this map.

Some areas are a little bare ...as far as the map is concerned it's done, it just needs that final dust and polish" I will add the rest of the visual decor in the final release.

Counter Strike Source cs_infiltrate

by MobiuZ
Beta
Medium sized office complex with a lot of posibilities to get in but less to get out

this map is more team-based than other maps i think because this map is more about camping than rushing , if you rush in as CT you likely will go down first. its best to sneak in all from diffirent sides of the building than all rushing through the main entrance

you can switch all lights inside the building off or on so you really can get sneaky in this map.

Terrorists :
The Terrorists will be spawning inside the building on the main floor and on the 1st floor , do not rush out of the building becouse you likely wont surrvive it when facing a lot of even opponents. use the environement and camp wherever you can , did i say camp ? YES i did , this map is made to camp and to sneak in strategical.

Counter-Terrorists :
The Counter-Terrorists will be be spawning outside the building.
Try to sneak in with your team , there like 15 entrances so dont just go in all at the same spot becouse that likely would be very stupid.

Half-Life: Deathmatch Mausoleum

by Juim
This was my second release, or rather my first releasable map. It was here I started experimenting with custom textures and entities. Got a unique look to it and plays rather well, although alittle linear in layout, the teleporters help with that.

Half-Life: Deathmatch klingon_dm

by Juim
Klingon Targ
transport class cruiser. 12/28/03
Final version.
http://gamersdiner.com/downloads/klingon_dm.zip

Half-Life 2: Deathmatch dm_cooler

by Push6
Beta
Well, this is my first map that I plan to show others. Its only forty percent done, but Im actually quite pleased with how its turning out. So, yeah, Check the screenies!

Update: Scrapped this. The layout was just god awful, and I cant be bothered finishing it. Twas good to learn how to get a feel of the source engine with though.

Counter Strike Source de_ignorance (final)

Map Name: de_ignorance (release candidate 2 -final)
Release Date: 5/5/2005
Spawn Points: 64
Linux Data: Yes
Map Size: Approximately Italy/Dust + 20%
Theme: Dust
Info: www.screamingneurons.com/ignorance/default.asp
Screenshot(s): (see them on the web site)

This map is set in Iraq, in the old quarter of a sprawling city. It uses ideas from a number of the popular maps: cs_italy, (the apartment route) cs_militia (the tunnel route), de_inferno (gamble on which route the T's have taken and try to recover from mistakes), and it's largely based upon de_dust's traffic pattern (rush to center conflict area, and an underground tunnel), but with extensive additions.

I wanted a vehicle for my economic, social and political commentary, and a map rich enough in play value to hold their attention for a long time. Experienced players will be able to play this, and invest in getting good at the map with little effort. Newbs can take a cautious approach and still survive if they're careful.

The map is very fun to play. It is a large space, and that tends to make the game something other than a twitch festival. You have to do some thinking, or estimating of your opponents. Careful feinting will allow you to dominate your opponents. There are too many routes to cover cheaply, but many shortcuts to recover from bad guesses. The strategy uses a half-circle pattern with each route taking longer. Shortest is direct to the temple. The longest route is a hail-mary through the sewers that comes up behind the church at bombsite B, that forces the CT's to either waste a man and camp the position, or rush back to the area once they don't find the bomb - a weak T-team can regain the initiative by working together ratther than by just having better reflexes.

The apartments are a high-conflict area for grenades and close combat, but whomever holds the apartments has an advantage covering the routes to the temple bomb site. The bridge and the alley effectively turn the map into a figure-8, and opponents can come from just about everywhere at once. Smoke makes it worse and bodies end up everywhere. The Church is an attempt to recreate the B-site from de_mansion, with multiple exits and multiple levels and is very difficult to either take or secure. The strategy is to rush the temple, the A-site, listening for the T's on the way, then returning to the spawn, which is the B-site before the T's can hold the church. Extricating T's who are spawn camping is one of th best parts of the map. There is a single ak47 in a crate in the sewers in the dark, to make the first round or two a little more interesting. The sewer system runs the length of the map, is the longest route, and gives access to the underground ramp, teh top of the ramp, and the rear of the church, making it a close quarters battle area that Newbs will probably enjoy.

I have spent countless hours playing it. Timing routes. Editing bot navigation. Tuning it. It's a good map. You have to decide if it's a great map. But I think I succeeded. It PLAYS well. With bots. With others. I hope you enjoy it.

Thanks

Counter Strike Source aim_mist

by frisk
Aim map for source.

Half-Life: Deathmatch Warehouse Clash

Beta
This is my first try at mapping, but I think everything is going pretty well. The map is a huge open area with 2 main buildings, two towers, some rooms scattered around and a little underground area still being worked. I'm still having problems with the lights at the open area of the map, but the rest is working just fine. Can someone lend me a hand with the lights?

Jun/24 - 1<sup>st</sup></sup></sup></sup></sup> DM playable version. Still having problems with lighting, stairs underground fixed (height), some text lights added, textures from main building 1 revised, malfunctioning doors fixed, height of main building 2 lowered.

Jul/05 - Still having problems with lighting, windows (some breakable) placed, elevators to underground areas placed, catwalks and stairs places/changed, some crates placed, access to RPG fixed.

Aug/13 - Adding some traps and stuff. Work is delaying the development of the map.

Nov/1 - Stolen notebook made me loose the files I was working. Will try to decompile the map and restart it. :(

May/3 - The work started again.

Half-Life HL: Last Breath

for Half-Life 0
by bLuEMaN
This SP adventure was done for my Final degree in Computer Science in multimedia. It consists of 5 maps, 2 new weapons and a new final enemy, creted by a friend. I made the maps.

Counter Strike Source de_insursio

by Aono
Beta
Well this is pretty much my first map ever. So learning as I go, trail and error most of the way.

The setting is a set of warehouses and offices with connecting alleys and walkways in-between.

Map is still very alpha, but I'm trying to get a open beta out soon.

Thanks for looking.

(See forum post for higher res screens)