Snarkpit Maps Archive

Half-Life 2: Deathmatch Deep Spaces 4

by Evilis
Its a missile silo in a crater on a moon of Saturn during an eclipse of the Sun. Simple enough. This is of course another very large map that is ripe for sniping. The missle does launch on a one minute time delay from the overhead control room. Whoever rides it to its finale destination is awarded the prime sniping spot. Whoever is currently in most of the sniping spots get automatically blown away. This map works best in low gravity.

Half-Life 2: Episode Two Whoopservatory

by insta
Dr.Magnusson has been conducting a personal project in an old observatory.

After an unfortunate outbreak of Zombieitis the lab had to be quickly evacuated.

You must go in and wreck up the place before it falls into the wrong hands!!

The map uses a neato cloning gameplay mechanic, which is explained a bit further here :
http://magnarj.net/whoopsbts.html

Portal 2 Interception

for Portal 2 4
by satchmo
Fairly challenging puzzle involving two clean-style chambers, a funnel, a laser, and a light bridge. The puzzle is slightly more difficult than the official Portal 2 puzzles.

There should be 2-3 "AHA!" moments in the puzzle. The solution is not technically difficult to execute. If you find yourself throwing cubes or flinging over and over again, you should find an easier way.

Version 1.52 compiled with high dynamic range rendering effects.
Version 1.57 added a Rattman den.
Version 1.60 added a pool of toxic water.

Opposing Force (HL) The Red Area

Your objective is to escape the red are by reaching the surface. You will fight against the remaining soldiers in the base as well as an alien inavsion. You need to get to the plane on the surface to evacuate. Good Luck!

Half-Life 2: Deathmatch Deep Spaces 3

by Evilis
Its a rotating space port in orbit of a moon of the planet Saturn. This is a large sniping map for more than 5 players. There are two areas. The larger area contains a docked shuttle craft and the smaller area contains what is left of the crew in "stasis".

Counter Strike de_d_dustovka

Hello everybody,
This is my second map. De_d_dustovka (one part) is map with cs_dust textures. The map takes place in desert.
Map has two bomb place.

Map is in *.zip archive.
(And at the and I sorry for my bad English, beacouse I am from Czech Republic)

Counter Strike Source de_eden_wip

Beta

Download updated: 07/08/2011

Changes 07/08/2011:
° Mostly cosmetic stuff but have also done a few tweaks based on player feedback.

Changes 17/07/2011:
° Fixed gates at A site.
° Tweaks to flow and access to certain areas for better gameplay.
° Further work on lighting.
° Added overlay and radar maps.

Changes 11/07/2011:
° Balancing:
Added another entry point to A.
Moved spawns.
° Remade the tunnel under A after discovering the 'subdivide' button >_< ...previous mess there was hand manipulated displacements.
° Started work on lighting.
° Started work on ambient sound.
° Added wine cellar section.
° Improved skybox and added a few pretties.
° General tweaks to flow/player clips etc
This is a Work In Progress conversion of a map (http://www.snarkpit.net/index.php?s=maps&map=1335) I started ages ago, from a cs_ map to de_ and has had a new piece added to the map along with several ongoing tweaks.

It's not a huge map and is meant to be quite hectic and fast paced while still allowing the option for tactical plays.

The central pillar on most of the double slot windows is destructible.

Things are coming along nicely but would really appreciate feedback regarding balancing issues, whether or not to clip off the tops of certain walls and/or any other suggestions.

I'll try and keep the .rar up to date so if anyone is interested they can check back every few days or so.

To do:
Discover and correct balancing issues.
Cosmetic stuff
Optimisation/player clips/navigation

Counter Strike Source fy_aztecwall_b1

by floboy
Beta
My first map. A fy map for CS:S inspired by de_aztec.

Please leave feedback in discussion topic.

Half-Life Irradiate

for Half-Life 0
by Winns
Half-Life medium size, mutiplayer map

Counter Strike deathrun_icarus2

by Skals
Deathrun_Icarus 2 Is a fun new deathrun map created for those who like a good challenge.

It is quite hard and is not advised to be played by beginners of the deathrun game type.

Some features include: 1. Obstacles that change from round to round (Random obstacles) 2. Many traps for the terrorist to use, no overpowered traps 3. Some secret locations in the map for CT's (for equipment and health)

More info: This map took a couple months to make and was a fun project to work on, It is a sequence map after the first map, Deathrun_Icarus, however it was designed completely differently than the first. I hope you like the changes. Extreme attention to detail was taken to have a high detailed map with good performance at the same time. This map was tested on a 32 player server several times, it worked well and all found bugs were fixed. Unlike Icarus1 map I previously created, I added several traps for the terrorist to use in this map.

The WAD / Textures have been included into the BSP file during compilation.

Have fun and enjoy!

Half-Life mistechko

for Half-Life 0
by MqM
Map by MqM
story: a quiet little town that much (yet) touched 7 hours of the war, but because of the food and so began a real war in the city)
Highlight: attic, balconies with ammunition, Capability jump on some roofs
Texture: MqM, Gorthub, cgtextures))
Sky: Anikes
Special thanks for the help: Anikes, BennyBlanco

Average wpoly: 300-500
Average epoly: 3000 where it is)

Counter Strike Source Nuketown DEMO [CSS/HL2DM]

Beta
MORE SCREENS
[img]http://img651.imageshack.us/img651/9444/0057qc.th.jpg[/img] [img]http://img33.imageshack.us/img33/1866/0013cvc.th.jpg[/img] [img]http://img832.imageshack.us/img832/3685/nuketown0058.th.jpg[/img]
[img]http://img268.imageshack.us/img268/2463/0015f.th.jpg[/img] [img]http://img862.imageshack.us/img862/5816/0017p.th.jpg[/img] [img]http://img577.imageshack.us/img577/3307/0024fd.th.jpg[/img]
[img]http://img89.imageshack.us/img89/5641/0020j.th.jpg[/img] [img]http://img231.imageshack.us/img231/4366/0011zz.th.jpg[/img] [img]http://img64.imageshack.us/img64/6916/0025am.th.jpg[/img]
[img]http://img40.imageshack.us/img40/7498/nuketownhammer0000.th.jpg[/img] [img]http://img6.imageshack.us/img6/3835/nuketownhammer0001.th.jpg[/img] [img]http://img688.imageshack.us/img688/5273/nuketownhammer0002.th.jpg[/img]
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INTRO
I decided to make this map for counter-strike: source after watching my friends play COD BLOPS on 360. It's made almost entirely from google images, since I DO NOT own the game myself(I DID play it during the free BLOPS weekend preview on steam recently!). =P

I realize remaking an existing game is frowned upon at best, but i have go map where my inspiration takes me, unfortunately. If nothing else, this was an AMAZING learning experience in my introduction/transition to Source mapping.

The map is set up as an AIM, with AKs on the T side and Colts on the CT side, and would probably be most fun played as CSSTDM, but i'm willing to port to whatever.

Also included is an HL2DM version of the map. It's pretty much a straight port from the css map, and consequently, it needs LOTS of work.

Thanks for checking this out! = )
CT

FULL README (best viewed in notepad)
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THANKS!
valvE for making so easy for us to mod their games!
Original BLOPS designers and Score by Sean Murray
Models from Garry's mod
Mapping sites: Interlopers, TWHL, Cstrike Planet, Waffle tutorials, and more!
Full credits in the readme.
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NOTE
If you'd like to put this map on a server, i'm willing to make ANY CHANGES to the map to suit your needs, and/or PORT to whatever gametype you would like.
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CONTACT
Gmail: captain0terror@gmail.com
Steam: captain0terror@gmail.com
Send PM
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