Snarkpit Maps Archive

Half-Life: Half-Life Rally ab_zerenkov_city

Beta
A large city map for HLRally.

Half-Life: Other... IA Kamchatka

Beta
'Sequel' to IA Siberia, you're now fighting deep inside the Russian Military facility. Is going to be a CTF map.

*map abandoned

Half-Life: Other... IA Inimical

Beta
Set around dockyards; 'sequel' to IA Vitriol.

*map abandoned

Half-Life: Other... IA Habitat

Beta
Fight in a habitat sitting at the bottom of the ocean!

*map abandoned

Half-Life: Other... IA Nightsdawn

Beta
Set around a train yard. Looks too much like a Counter-Strike level right now, and needs level layout fixing.

*map abandoned

Half-Life: Other... IA Vitriol

Beta
The best looking crate warehouse ever made!

Planning a redesign for the summer.

Half-Life 2: Deathmatch Residue Production

by Tactii
When run in teamplay mode, this is a double domination map (similar to UT2K4's double domination mode). A team must hold objectives A and B for 10 seconds to score a point. The map ends at 12 points.

The map's .vmf source is available here:

http://www.filefence.com/viewtopic.php?t=279

You can get a template to make your own double domination maps there, too.

Counter Strike Source CS16source *Beta4*

Beta
This map is a remake of cs16fighter(Unknown Author).
Total conversion by LeVieuxBadrush

CSS Server: 213.251.144.19:27018 pass:campeur

Feedback is welcome...

Counter Strike Source bunker_v3

Small Map with 2 bunkers on each side.

I might change it later on but its done for now.

Half-Life: Deathmatch [HL1DM]Cillit_Bang

by KIIIA
Hello again, my newest finished project HLDM Cillit_Bang is my entry to the ThW Oldskool HLDM Mappack.

Before dissapointment will occur while watching the screens remember:
-Wpoly Limit of 500 !!! in the contest
-Only HL Standard Content was allowed
-At least it`s HL1

This mappack`s focus was clearly on the gameplay.Optical aspect didn`t matter.So i gonna tell a few things about the gameplay:
Map is designed after the "always walk" principle which means that there are no ending points.There is a main centered 2 layered arena, whose 2 stages are connected by 2 ways. Those 2 ways provide ammo, health and the strongest weapons, so they work as a rescue from the arena and a restock place.
Only small gameplay flowbreaker is the airstrike room.The airstrike room is accessable from 2 sides and the airstrike will happen 40 seconds after the button got activated, so there is enough time for you to kill the original activator and rescue yourself.Map is designed for about 4-8 players.

Half-Life 2: Deathmatch dm_mortiza

by yesukai
Beta
Had an idea for an indoor map lit entirely by a single light_env. This means tall cielings with slots in them to allow light downward.

Currently, the basic layout is done. There are three levels. Playtesting has produced acceptable reviews, however, I have not had the opportunity to test with more then 3 people. I used half a million HINT brushes to improve performance as well.

Performance seems to be stable, so now I think I'm going to have to worry about redoing the displacments around the top. It just looks too boxy.

Half-Life 2: Deathmatch dm_nonameyet

by Natus
Beta
i got this idea about a combine construction site, with some high catwalks and such.
i also wanted the map to have a lot of 45 deg angles, but i realized that 45 deg angled stuff is rather hard to get fitting, but i think it turned out pretty good.
i still need a lot of lightning and cubemaps though, and fix my ladders.

in case you havent noticed, the map is not finished yet.