Snarkpit Maps Archive

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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Half-Life: Deathmatch 6000_6v6

Fun map full of secrets. This is another version of 7000_7v7 except this one has a ton of secrets, and even more custom textures. More sounds were also added. Enjoy finding all of the secrets!
Many of my other maps can be found here:
http://www.poopmesa.com/forum/forums/twitchs-maps.45/

Half-Life 2: Deathmatch DM_Zest

Star map!
DM_Zest is a Half-Life 2 Deathmatch map created for a challenge at MapCore.net. I created all the art, except for the foliage and skybox. Most of the textures were recycled from my Zest Foundation UDK Scene, but some were created exclusively for this map. I got the first place.

I wrote a making of of this map which can be read here: http://thiagoklafke.com/makingofdmzest.html

Half-Life: Other... Dream by Skals

by Skals
I created this small mod for the TWHL.co.za Competition 28 - Map a Dream, which ended on 30th August, 2010. The original concept was to create a really dreamy map of any theme, which would be judged by not only geometry ambience and game play but also the dreaminess of it. This map achieved 3rd place.
See the competition page here:
http://twhl.info/competitions.php?results=28

Note: It comes in mod format for Half-life1, and Is originally intended for steam Half-Life only.

Edit: Sorry for the bad image, I will get a high quality one later on.

Half-Life: Deathmatch 7000_7v7

Inspiration for this map came from 2000_2v2 by Jake. I used to play that map all night pestering other players that didn't know the secrets of the red room. For the other players that knew the secrets, it became a battle of who could hold the red room for the longest and keep the others out of there. Many times this was easy and fun to accomplish if you had a team mate or friend in the server to help so one could watch red room and the other could watch the back halls.

This map was was built from the ground up. There was no decompile of the original map because I wanted to ensure the map was built better than before and I wanted it to run better than the previous version.

7000_7v7 is pushing the limits of the goldsrc engine!

I created several animated textures, a ton of other textures, and used textures made by several other authors of which I have listed in my readme file included with the download. Please forgive me if credit is missing.

The map will be running 24/7 on the POOPMESA.COM Map Test Server for a couple weeks so people can check out the map and download it from the server. Fast downloads are enabled.

There is a large amount of differences between the original version and my new 7000_7v7 version. I did a lot of changes to ensure the map had better r_speeds and for the most part, it does! I improved many aspects of the map and added a ton of new secrets that will be hard to find. The map will be amazing for a lan party! Get the old-school half-life players together for this map and have some fun!

To those waiting for the map release, I am sorry it took so long! There were several bugs that took me a while to figure out and several ideas that took me a long time to implement because I they were somewhat complicated compared to the things I have done in the past with half-life entities. The goldsrc engine has its limitations and that made things tough to implement.

I hope you find the map enjoyable!
I posted here as well:
http://www.poopmesa.com/forum/threads/7000_7v7.863/#post-969

Counter Strike Source dev_nuketown17

Beta
CoD 7 Map Nuketown for Counter Strike Source | Created by dafatcat.

I didnt like the "simpsons" color that was used for this map so I decompiled the map and stole the houses and basically everything else and retextured everything, changed the angle by the two houses so it doesn't align to eachother if that makes any sense?

sorry for not asking for permisson dafatcat but now the damages is allready done.

you can download the original map from http://cssmods.com/?p=270

and yeah, hope you and your friends enjoy.

Opposing Force (HL) Overload (Op4RA)

Beta
Updated to Beta 5

This is a 2-8 player deathmatch arena (22 spawn points total). The map consists of three major areas connected by a wide-open loop. Every weapon except the penguins is present, although the more powerful weapons take extra effort to get.

The map also contains a set of power-ups. 2 Regens, 2 Longjumps, 2 Armors, and 1 Death rune.

This map needs playtesting! Please help!

Portal Zein_Portals2

for Portal 0
by Zein
Ready for Portal 2, Ho Ho Ho Ha Ha, funny... To be REALLY ready for Portal 2, you must first beat zein_portals2!!! Yes thats right my unlegendary map has a sequel, no don't worry little boy it's harder and looks a shit ton better.

It also ties in with the beginning of Portal 2, did I work with VALVe...? .... maybe...

INSTRUCTIONS:
You have to download the map, put it in your C:\Program Files\Steam\Steamapps(USERNAME)\Portal\Portal\maps

Once ingame enable console by going into options keyboard, advanced, and enable console.

Go into console and type 'map zein_portals2'

Half-Life 2: Deathmatch dm_saltmine_beta

Beta
Hello everybody!
I started this map 2 weeks ago as a middle-sized building with two floors, that was my original idea. I wanted to create something
that will offer fast and good gameplay for 1v1 and 2v2, and something with unusual appearance, a fresh theme. I chose the wooden style, because I have never seen any HL2: DM map in this style.
I wanted to use rocks like an environment, but the textures I chose didn't look much like rock but more like salt.
That's where the name "dm_saltmine" comes from.
This map is for fast 1v1 and 2v2 in a bright and open environment. Enjoy it!^^

Opposing Force (HL) Kevlar (Op4RA)

This map is roughly based off of my favorite map of all time: Op4_Yard. I have attempted to keep the basic layout the same and yet make something very different. It is the first Op4 Rune Arena map I have made, and as far as I can tell, the first one ever created. The ability to add Runes into Deathmatch was added shortly before Op4CTF was broken by Steam. The map contains six Runes, Four Armor Runes, an Ammo Rune, and a Damage Rune. Kevlar is designed to run with MP_Multipower set to either on or off, but it should be noted that with multipower on, a single player could load up with armor, damage, and ammo runes which could be very un-fun for the rest of the players.