Snarkpit Maps Archive

Half-Life 2: Deathmatch DM_Tower Beta

Beta
The map is 1 large tower consisting of a multitude of floors, it is great for Dm and TDM. Lots of past paced action, similar to what you would find on a UT map. There is CQB and Long Range fighting taking place at the same time. But as the map is up and down it is hard for campers to stay hidden for a long time and sprayer just get shot down straight away.
This is still a Beta so i am updating every day, please email me any ideas.

Counter Strike Source cs_stargate

Beta
First (well... first one that counts) map. Hostage rescue map.

Fixed lighting and textures. (finaly!)
Hostages are now smarter than rocks.
bots work.

there are crashes when bots play. This is a known steam issue (go figure)

download now available.

all additonal abuse welcome

Counter Strike Source dm_ConcreteTowerB1

by sniky44
This map is currently finished, but there may be changes just for the heck of it...

Counter Strike Source cs_downtown

Beta
Ok, so originally a cs_assault redo, but I was told it's not cool to do them, so now it's a downtown city hostage map. . .

Half-Life 2 sp powerplant

Beta
some of the infos on the link but, now it only deals with the half-life 2 engine instead.

Natural Selection (HL) Kobayashi Maru (NS)

Abandoned
WARNING: Designed for Natural Selection Version 1.04 (may not work correctly on current version of NS)

Description: The TSA has recieved an Emergency Distress Beacon (EDB) from the cargo ship Kobayashi Maru. Acording to the ships log, the ship began to lose power in it's starboard engine and veared off coarse. Now both engines have stalled and the ship is adrift in Gamma-Hydra Section Ten. The ships security and bio-monitoring equipent has identified the presence of Kahraa bacteria, but that it is contained in the rear of the ship. Normally a ship this small and it's crew would simply be sacraficed, but TSA has ordered the ship recovered. The cryo units on the ship are still intact and the crew are still alive. TSA intellence believes the Kahraa were being smuggled aboard the ship by one of the crew. It is imparative that we regain control of that ship so that we can rescue and then interogate the crew.

Game Type: Marines vs. Aliens

Status: On hold Pending Natural Selection: Source

Mappers Note: This map started with a basic concept: Build the whole ship. It evolved into a different style of NS map all together. It was designed to be perfectly balanced between the two teams, allowing both to reach high-tech quickly and sustain it. In effect, the "no-win scenario", requiring creative strategy to break the dead-lock and win the game. Due to tweaks in Natural Selection I have no doubt that it it currently out of balance. When Natural Selection: Source is released, that will allow the map to continue to progress, grow much larger, and be balanced once again. Until then, this map is on hold and presented "as-is".

Counter Strike Source Fy_poolday_cssfinal

by TwiiK
This is the final version of fy_pool_day_css, my remake of the original fy_pool_day.

Half-Life 2: Deathmatch dm_tribute

by mfg
Beta
This is my Tribute to HL2.
(inspired by DvS's dm_agora (click))

A space-located map completely made of displacement maps. Very fast Deathmatch ... !

I just made have a compile with different perfomance improvments which took 52 hours to compile ... non of the improvements worked ... so i'll just add some more occuluders and then the map will be released !

BETA RELEASE:
Map has still some bugs (cubemap-placement/performance/weapon-placing) but here is Beta one to for you guys to play around with it ...

Half-Life: Deathmatch Blast Box

This is a 2-6 player arena (but can go up to 10 players if your nuts).

Players are equipped with a large amout of armor and a 357 when entering the arena. There is no life and no armor. This is done on purpose because it garentees that no one player can totally dominate the map. I built this map because the style seems to be popular with players if not with reviewers. The idea was to create a standard "Box Style" map that was still visually interesting and fun to play. New mappers will almost always start with box maps, but hopefully this will provide a bare minimum required for release to the public.

Half-Life: Deathmatch Power House

This was my second map relesed for HLDM. It is a chemical processing building with lots of sneaky spots, ambient sounds, and details. There's a small court yard, but the bulk of the map is indoors.

Opposing Force (HL) Two Worlds (Op4CTF)

The basic premiss of the map is that the waring groups must fight across a Xen no-mans land, while having their respective based on Earth. Also, I wanted a map that allows players to stock up on ammunition before going back to the fight instead of running around for two minutes trying to gather weapons. I enjoy the "story telling" aspect of the original Gearbox maps and wanted to continue on that theme because I feel that it adds greatly to the overall experience.

This is my third map to be released. This map maxes out just about every limit the HL engine has. I could not add any more brush based entities (no more glass or grating or "trimmings"), I have reached the MAX_CLIP barrier (no more floor space can be added), I am extremely close to the MAX_PLANES limitation of Zoners HL tools (no more complex world brushes), and Im am very close to the MAX_TEXTURES limit of Zoners (3.28 of 4 megs). What does this mean? The Xen area was meant to be twice as large and there were going to be many more warp destinations, but the limitations forbid it from being. I had no way to Beta test this map with a large crowd, so take it as is. I plan on making a sequal to this map which is only on Earth. That will allow me to make more areas to hide in and lots of passages, in addition to being able to warp back and forth with many more destinations.

Half-Life 2: Deathmatch DM Blast Box

This is a "Killbox" type map, but is made NOT to be an eye-sore. It's an HL2DM revision of my original BlastBox. I use this "template" to practice new mapping techniques and figure out the basics, so it is my first relaese under HL2DM.

This, to me, represents the bare minimum of what a Half-Life 2 Deathmatch map should be.