Snarkpit Maps Archive

Half-Life 2: Deathmatch dm_deadstreet

by Sp3ctre
Beta
A map located in a street, inspired by a one near my house.
Abandoned storages, factories, crushed buildings and desolation.
I promise a real nice looking, very realistic and detailed map.
And nice to play...
Beta version avaiable, help me testing it!

P.S. And don't forget to read the readme!

Natural Selection (HL) Valerie

Beta
Latest NS Classic Map. I promise I will finish this one. Release date is my birthday. Follow main progress at http://jdleveldesign.hlgaming.com I will most likely change screenshots ever 10-20%! :)

Half-Life 2: Deathmatch DM_GasworksInc

Beta
PLEASE LOOK FOR MY UPDATES IN THE COMMENTS SECTION!

My tribute to the original HL1DM map, Gasworks. I wanted to make it like the actual Gasworks park in Seattle, but it was just too complicated... plus I was limited to not being able to make custom textures and models for the map contest. :P

I know a lot of people didn't really like this map in HL1, but I always had a lot of fun and I wanted to give it an overhaul. I stayed pretty true to the original map, but enhanced a few areas to allow things to make more sense...

When it's out, I hope you enjoy my first Source map...

This map is dedicated to my girlfriend, who almost gave me the boot while I tried to finish it up before the 1/15/04 deadline. :)

UPDATE: I have added a link to my website where I have several hundred screenshots, many from early map development...

UPDATE: I just found out about something that was causing major slowness in the upper/outdoors section and have fixed it (along with a new 3D Skybox!) I will release another version within the next week!! Thanks for all the comments.

Half-Life 2: Deathmatch dm_Sanctuary_Reloaded

THis is a map of several parts consisting of a central castle arena with observation rooms on either side and with elevators in the keeps to the overlooking battlements. From the lower arena there is access to various other parts of this map which include a board room, a central stairway and corridors leading to storerooms, with elevators, a garden and fountain area, and an under ground garbage crusher. There are hidden traps for the unwary, and plenty of places to explore.

Half-Life 2: Deathmatch dm_heaven

Beta
A HL2 DM Map that is being done my me for you the HL2 fans its my first HL2 DM Map no it dosent quite keep up to the standars we are all used to and I think the maps to big!

I keep on thinking I'm going to scrap it but I never do.

But the show must go on, if only I had some help as I have to go to college everyday and that dows not leave me much time for the map.

Half-Life 2 sp_sgate

by DedDog
Beta
This is a single player Stargate themed map, and its the first map I am actully hoping to release the public. I was going to wait until it was more complete, but progress is really slowed down due to real-life interferring.

Basic story: The Stargate program was never successfull until the Combine arrived and took over the complex. You have to infiltrate the base, secure the gate, and use it to reach ... somewhere else.

I do plan on making the gate 'functional'; you will use it to go to the next map (assuming I get this one done, and actually get the next working as well).

Half-Life 2: Deathmatch Industrial_Sabotage

by JWNET
Beta
Ok... Screw my old idea. I admit that it was lame. Now this map will eventually be a large team deathmatch level which will incorporate the great tutorials from snarkpit. So far I have the outermost building of a large city done. It has many levels including a basement and sniper post. I'm going to continue 2 release updates on my server (JWNET).

Counter Strike Source de_rambler

by mudbeed
Beta
My map is a Urban dream. It is a med sized house with camera access and a small city around it. Plenty of places to hide and run around. There are 2 bombsites and some beautiful textures. I'm looking for beta testers before I finally finish my map. Plenty o' breakable objects and fun tunnels. We are posting positivenegative comments in the forums under Counter-Strike servers @ Twincitygamers.com

Come download it at:

CSS Server:
69.76.20.59:27015

Half-Life 2: Deathmatch DM Cliff House

Deep within the countryside outside City 17 lies a hidden house at the centre of a
terrible murder. The corpses of the family are still within the blackened basement,
the clues of their gruesome deaths splattered around the house.
What was once an idyllic hideaway with a small lake and tree house is now a rotting
and festering swamp, and before the Police arrive the perfect place to stage a deathmatch!
Known issues
  • Non yet, let me know if you find any!
  • Requires a fairly hefty PC because of the amount of detail and size of the map.

Half-Life 2: Deathmatch DM_Insurgence

by Blinn
My first real map, of which I spent more than a few hours on. It is basically a small section of a prison complex, which contains three floors, with various cells on each and a warden's office at the top.

Half-Life 2: Deathmatch Dm-DryDock

by GoLDeN
Beta
I started this map last december, have been working on it weeknights and weekends since then. It started as an idea for a prison and then soon turned into an old rundown dock for car imports. It's quite large, should suit 16 players. Hopeing to add alot more detail and then optimise, layout is pretty much complete.
Would love some feedback on the images so far..thanks:)

Day Of Defeat (HL) dod_veghel_b3

by siron
DOD_VEGHEL (beta 2) by Kyle "Siron" Florence (kyle.florence[at]gmail[dot]com)
September 22, 1944, Netherlands

The paratroopers of the First Allied Airborne Army were to drop
into the Netherlands and secure a corridor from Eindhoven north
to Arnhem. After successful jumps and most objectives complete,
they were given the new objective of keeping Hell's Highway open
despite german counterattacks.

On September 22, the German forces launched their first counterattack
at the town of Veghel, Netherlands. The Axis forces hoped to cut the
road and stop the flow of Allies north.
Allied Objectives:
- Capture the 5 flag points

Axis Objectives:
- Capture the 5 flag points
Objectives:
- Allied 1: The Jeep - 2 second, 1 man cap.
- Allied 2: The Church - 4 second, 2 man cap.
- Neutral: The Cellar - 6 second, 2 man cap.
- Axis 2: The Warehouse - 4 second, 2 man cap.
- Axis 1: The Fountain - 2 second, 1 man cap.
Textures by: Arjan "IR" Bak, Daniel "Kleinluka" Luka,
Philip "Blazeer" Klevestav.

Object icons by me (with help from fuzzdad).
Special thanks to (in no order):

Shane and the people at CoJ, Fuzzdad, the [I AM] Clan, and everyone
who playtested and gave me input.

--------------+++++

beta 3 released.