Snarkpit Maps Archive

Counter Strike Source P90Orange_Source Final

P90Orange_Source Final

This FY map is a remake of the excellent CS 1.6 map P90Orange(Unknown Author). 16 Spawn Points

You like the P90, orange, metal...very fun FFA map (5-10 minutes max !)
Final version: added bump mapped textures, models, pipes etc

Half-Life 2: Deathmatch DM_Castle

Beta
This map is a Medieval Castle HL2DM map. I wanted to make it as realistic as possible. I am doing this in stages. The first stage is to make the basic architecture and layout. The second step is lighting and point class entities. The last step is to add all the dynamic aspects such as props also add the eye-candy.
Right now is in the first stage with the layout complete but all the rooms are not open yet. This map has rain in it, but the textures are not stock HL2, I have not got them imported into the mapfile yet so the rain will show up purple unless you copy the "particle\rain.vmf" file to your hl2dm folder. Heh, purple rain is not so bad! On a beta anyhow.

Half-Life 2: Deathmatch Morbid

Obviously designed after the Ravenholm section of HL2, I built this map for Valve's mapping competition. Even though I did recreate one of the sections of this map directly after the original Ravenholm, 80% of the map is originally designed by myself.

Additional screenshots are posted in the forum.

Half-Life 2: Deathmatch dm_prisoner

by Clarky
first of all.. Hi, new member :)

A classic rendition of the prisoner map from halo, ported for HLDM, there is a large display screen at the top of the map, and of course the general style has changed with the better technology and shiny mapping, but I hope those downloading it find the geometry to be faithful to the origional, which was my main concern making the map, getting it as close to the origional layout, which is what made it such a great MP map for halo in the first place.

Counter Strike Source fy_laville

by ex
This is a small team deathmatch map, pure for the fun :D

Half-Life 2: Deathmatch dm_canyonoasis_b3

Beta
Remake of canyon oasis from Dark Forces 2 for HL2DM. I think its pretty much dont but I havent been able to playtest with anyone to see how it flows in game. I think its worthy of atleast being on 1 hl2dm server, then again if killbox can get on that many servers then any piece of crap map can get on a server. In this version I mainly have fixed up the bridge area by giving it supports and messed with the fade distances of my props so they are not rendering throughout the whole map. Right now im hosting it from geos**ties, if anyone can host this for me email me at james@austgen.com.

Counter Strike fy_bridgefight

Beta
This is only a quicky map, this was at first going to be for a CS movie but i sacked it off and decided to bring it out as a fy map, enjoy! Be as biased as possible

Counter Strike de_terrace

Full version of de_terrace. Yes its a month late, but I made some major changes to it.

Counter Strike Source DE_STATION2STATION

by R_Yell
DE_S2S simulates a desert enviorement, including sun, wind and dust effects. It's a objective based map too, terrorist must control one of two zones if they want access to the bomb site. Once they are able to activate a generator or a hidro plant, a train starts and crash against the fortress. They can ride it and travel fast and safe to bomb site. Then strategy changes radically, defenders must attack and vice versa.

Recommended players: 20 min. 40 max, but if your server can stand against 50, go for it.

Bots included (advice: long loads times).

Requirements:

CPU 2GHz or better, 512MB main memory, a graphic card with 64MB (128MB recommended).

Half-Life 2: Deathmatch DM-castle

by Hippy
A deatmatch play for HL2 set in castle enviroment with nice secrets and fun to play.
If you have any comments,dont be shy and feel free to give.

Half-Life 2: Deathmatch DM_rageous

by Natus
Beta
i sort of stopped this map, suddenly came up with some better ideas, but when the other maps are done, i will return to this one...probably

Half-Life 2: Deathmatch dm_alkali

Beta
second approach to a dm map I started at mid last semester.

This new approach is keeping same game flow but improving performance and atmosphere.

Currently I am working on area's and main layouts of the game, so props will be minimal for awhile.