Snarkpit Maps Archive

Half-Life 2: Deathmatch Tadayoshi

by Myrk-
Beta
Tadayoshi from my HL1 series- new in production for HL2, textures being made by Cassius as we speak!

Half-Life: Deathmatch Tadayoshi

by Myrk-
Beta
My second map I started making for the 2003 Concept art Contest on Snarkpit. 2nd Picture shows the concept art used.

Rebuilding it some time because people seem to want it... :D

[LEVEL TERMINATED]

Half-Life 2: Deathmatch dm-unioncarbide

Small map, great for about 4 players, hectic fun for 6. Number two in my planned three HL2 deathmatch levels before I start working on some single player stuff. Enjoy!

Half-Life 2: Deathmatch dm_tube_dude, dm_tube_v2

dm_tube_v2 is the new version of the map formerly known as dm_tube_dude.

The map is set below ground level, in a complex of underground railway tunnels beneath City 51.

With multiple routes over, under and around your opponents, and now, a rideable train, the map provides opportunities for both close combat and sneaky camping.

The curvature of the tunnel walls and the connectivity between them means you'll get plenty of rocket-surprise, and some laughs from the unpredictable paths the Combine balls take, too.

Main new features in v2:

* rideable train added - thanks to Kamil Konecko (DM_SubwayV1 designer) for the inspiration for this. I didn't have time to implement a train before the DM contest, so this was the main reason for making v2. I also learnt a lot from Valve's sdk_d1_trainstation_01; and from dm_arrival - thanks to designer Andrew Egelhofer, for this excellent map.

* includes Valve's new slam weapon, crowbar and stunstick

* The ticket hall area now features a surveillance droid

* texturing/lighting improvements (some areas, e.g. footbridge, had model textures on the walls, which looked bad.)

(dm_tube_dude screenshots kindly provided by BadAss Nox and JimmyTheGrunt)

Half-Life 2: Deathmatch dm_torque

Star map!
This is the spiritual successor to my first HLDM map Torque and also my competition entry. The layout is basically the same but of course it looks radically different. I'm very pleased with the way I managed to keep to the original design so well while still updating it to look alot better.

The theme is pretty simple. We've got a section of City 17 that's been fought over by the resistance and the Combine for quite some time. The connectivity and flow was always my favorite aspect of Torque, and I think I did a pretty good job of recapturing that for this map. There's plenty of pathways to get to where you need to go and some nice vertical play. The map is probably large enough to handle 20 or so players, but due to the compact and open nature of the map it could provide a good game with even 4 players. I'd suggest 12.

Counter Strike Source de_laras_mansion

by Cheeko
This map is based on Lara Croft's mansion from the computer game series 'Tombraider'

The objective is the terrorists must either blow up Lara's secret underground computer network or disable her com satellites on the roof of her mansion.

The bots seem to work ok but they don't really go upstairs much and they never seem to go on the roof which is kinda weird since on my first map (cs_bedbugs) they seemed happy enough hurling themselves like lemmings from the top of the level, they also have a habit of drowning themselves, takes alsorts I guess.

It took me a while to make this map as I've had to choose which bits to use from 'Tombraider II' and 'Tombraider III' and I've also thrown in a few extra rooms and staircases/corridors myself just to make the map more accessible and playable for counterstrike.

Most noticably I've added a wine cellar which extends to a large basement where she keeps her 'landrover on steroids' and big stash of weapons (and no you can't pick up the weapons... or drive her landrover for that matter)
The attic has been extended and now has skylights which give you access to the roof. I've made alot of the windows breakable however some of them are much narrower to get through than others so watch out for that.
The swimming pool roof is also breakable and most of the assault course you can play around on too. I've also included the maze from 'Tombraider II' in here so don't come crying to me if you get lost as you have just been warned. There are a few things I haven't mentioned but I'm sure you'll find them when you play it. Hope you enjoy playing it as much as I did building it.

Counter Strike Source de_morningsun

Beta
This is a new counter-strike source map that I started working on. It is based off of a 1.6 map that I had made. Nothing is set in stone yet, so and comments or constructive critisism is welcome. The pictures are mostly of the terrorist spawn.

Counter Strike Source dm_dump_beta

Beta
This is my very first custom map for CounterStrike Source. It is in beta stage right now. It's small, but I like it. PLEASE try it and tell me what you think!

Counter Strike Source cs_supermarket

by subside
Beta
A hostatge rescue map set in around and under a SuperMarket.

Half-Life: Deathmatch Not_In_Hell

dont know what to say about this cos its just starting off and its what ever comes out of my imagination at the min

the map is not set in or out of hell that is because i didnt know what to call it and i saw my notting hill dvd and just slightly changed the name

It is now being edited it will be basically the same im just making it better

Team Fortress Classic (HL) 2fort_LSD

its like 2fort as you should have guessed and is my first ever map and so far just the one pic form the 3d view in Valve Hammer Editor and couldn't have been done with out the help of antianticampersquad.

please give me coments on how you think it looks they will be most apreciated.

its in the maps page

Counter Strike Source De_Chemworks

Beta
2 bomb sites
1 at chem vats, other at gas tanks

areas include lab, storage, outside and spawn points

the storage area holds the chemical vats and the outside is the gas tanks.

the gas tanks consist of the biohaz tanks from de_train.

the maps choke points are the lab and outside

ct's start near both bomb sites so they have the advantage

ss's to follow when more complete