Snarkpit Maps Archive

Half-Life: Deathmatch Leadworks (HL1DM)

by keved
INTRODUCTION:

Title : Leadworks
Type : Half-Life 1 deathmatch level
Date : 8th July 2000
Filename : keved_hl1_dm09.bsp
Filesize : 2.5mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools verson 2.13
3) A few custom textures used without permission from Quake 3 Arena, Unreal Tournament, & Kingpin. Apologies for ripping. Make sure you buy all 3 games if you haven't already done so!

INSTALLATION:

keved_hl1_dm09.jrf into ...\\jumbot\wpfiles

All other files into ..\half-life\valve\maps\

PLAYERS:

4-8 players.

FEATURES:

Leadworks is a small-medium sized Half-Life deathmatch map, suitable for 4-8 players, and is the sequel to my former www.planethalflife.com "level of the week" Burning Hate. Leadworks builds upon the random airstrike in Burning Hate by providing two such airstrikes, affecting the North & South of the map respectively with each fully independent of the other. Whenever the North or South mainframe computer is activated, a succession of 3 random exterior locations are bombed by jetfighters. Lots of weapons are available for big explosive shootouts and the map features a Gasworks-like element of walkways towering over two main open areas, with a sniper/rpg loft dividing the two.

The airstrikes in Leadworks are rarely been seen in HL DM maps. Every 60 seconds, each of the two mainframe computers (located in the centre of the map, on the lowest tier) can be activated to call in 3 random airstrikes that hit somewhere in the exterior sections. The activating player earns 1 frag per mainframe activated. From when a mainframe is activated, jetfighters immediately fly over & drop their payload, so as soon as you hear them fly over, you have just a few seconds to duck quickly under cover. Even if you don't make it into a building in time, chances are you won't be hit anyway as they only affect around 10% of the map each strike. So what's the point? I wanted more of a continual panic effect, with very frequent airstrikes that do not give "blanket-coverage" as in maps like Crossfire. People will often keep on duelling regardless in Leadworks, and won't have a "well, that's the airstrike over for another 5 minutes, let's resume fighting" syndrome. If you're unlucky and an airstrike hits ground near to you, no matter how much armour you happen to be wearing, you won't survive the blast.

Included in the zip is a Jumbot route file (keved_hl1_dm09.jrf) created by myself, for those who play deathmatch against bots. Note, however, that Leadworks was not designed as a bot map...for example there are some weapons located on top of crates that require a jump-duck to reach, meaning the bots will rarely collect these weapons. Go here http://www.telefragged.com/thefatal/jumblow.shtml to download the latest Jumbot zip.

Counter Strike Afghanistan (CS)

by keved
INTRODUCTION:

Title : Afghanistan
Type : Counter-strike 1 level
Date : 17th October 2000
Filename : cs_afghan.bsp
Filesize : 3.1mb

CREDITS TO:

1) Valve/Sierra.
2) The Counter-Strike team for their great mod.
3) The Zoner compiling tools verson 2.4
4) The creators of the custom texture wads included in Counter-Strike. Afghanistan is formed mostly of these textures, and a few I have altered slightly to suit.
5) [DRS]Yak_Fighter for the truck near the T spawn. yak_fighter.tripod.com/yfrb/yffnews.html

INSTALLATION:

All files into ..half-lifecstrikemaps

PLAYERS:

8-20 players.

Counter Strike Afghanistan (DE)

by keved
INTRODUCTION:

Title : Afghanistan
Type : Counter-strike 1 level
Date : 31st August 2000
Filename : de_afghan.bsp
Filesize : 3.1mb

CREDITS TO:

1) Valve/Sierra.
2) The Counter-Strike team for their great mod.
3) The Zoner compiling tools verson 2.4
4) The creators of the custom texture wads included in Counter-Strike. Afghanistan is formed mostly of these textures, and a few I have altered slightly to suit.
5) [DRS]Yak_Fighter for the truck near the T spawn. yak_fighter.tripod.com/yfrb/yffnews.html

INSTALLATION:

All files into ..\half-life\cstrike\maps\

PLAYERS:

8-20 players.

Opposing Force (HL) Burning Hate (OP4DM)

by keved
INTRODUCTION:

Title : Burning Hate
Type : Opposing Forces deathmatch level
Date : 27th October 2000
Filename : keved_hl1_op04.bsp
Filesize : 1.8mb

CREDITS TO:

1) Valve/Sierra.
2) Gearbox.
3) The Zoner compiling tools verson 2.4

INSTALLATION:

All files into ..\half-life\gearbox\maps\

PLAYERS:

4-8 players.

FEATURES:

Every 60 seconds, the mainframe computer (located in the centre of the map, on the lowest tier) can be activated to call in 8 random airstrikes that hit somewhere in the exterior sections. The activating player earns 1 frag. From when the mainframe is activated, jetfighters immediately fly over & drop their payload, so as soon as you hear them fly over, you have just a few seconds to duck quickly under cover. Even if you don't make it into a building in time, chances are you won't be hit anyway as they only affect around 10% of the map each strike. So what's the point? I wanted more of a continual panic effect, with very frequent airstrikes that do not give a "blanket-coverage" as in maps like Crossfire. People will often keep on duelling regardless in BH, and won't have a "well, that's the airstrike over for another 5 minutes, let's resume fighting" syndrome. If you're unlucky and an airstrike hits ground near to you, no matter how much armour you happen to be wearing, you won't survive the blast.

Half-Life: Deathmatch Leadworks (OP4DM)

by keved
INTRODUCTION:

Title : Leadworks
Type : Opposing Forces deathmatch level
Date : 27th October 2000
Filename : keved_hl1_op05.bsp
Filesize : 2.5mb

CREDITS TO:

1) Valve/Sierra.
2) Gearbox
3) The Zoner compiling tools verson 2.13
4) A few custom textures used without permission from Quake 3 Arena, Unreal Tournament, & Kingpin. Apologies for ripping. Make sure you buy all 3 games if you haven't already done so!

INSTALLATION:

All files into ..\half-life\gearbox\maps\

PLAYERS:

4-8 players.

FEATURES:

Leadworks is a small-medium sized Half-Life deathmatch map, suitable for 4-8 players, and is the sequel to my former www.planethalflife.com "level of the week" Burning Hate. Leadworks builds upon the random airstrike in Burning Hate by providing two such airstrikes, affecting the North & South of the map respectively with each fully independent of the other. Whenever the North or South mainframe computer is activated, a succession of 3 random exterior locations are bombed by jetfighters. Lots of weapons are available for big explosive shootouts and the map features a Gasworks-like element of walkways towering over two main open areas, with a sniper/rpg loft dividing the two.

The airstrikes in Leadworks are rarely been seen in HL DM maps. Every 60 seconds, each of the two mainframe computers (located in the centre of the map, on the lowest tier) can be activated to call in 3 random airstrikes that hit somewhere in the exterior sections. The activating player earns 1 frag per mainframe activated. From when a mainframe is activated, jetfighters immediately fly over & drop their payload, so as soon as you hear them fly over, you have just a few seconds to duck quickly under cover. Even if you don't make it into a building in time, chances are you won't be hit anyway as they only affect around 10% of the map each strike. So what's the point? I wanted more of a continual panic effect, with very frequent airstrikes that do not give "blanket-coverage" as in maps like Crossfire. People will often keep on duelling regardless in Leadworks, and won't have a "well, that's the airstrike over for another 5 minutes, let's resume fighting" syndrome. If you're unlucky and an airstrike hits ground near to you, no matter how much armour you happen to be wearing, you won't survive the blast.

Half-Life: Deathmatch Scorched (HL1DM)

by keved
INTRODUCTION:

Title : Scorched
Type : Half-Life 1 deathmatch level
Date : 23rd January 2001
Filename : keved_hl1_dm10.bsp
Filesize : 4.1mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools verson 2.4.2
3) 'The Mighty Pete' for the skybox. Used with permission. Website; http://www.geocities.com/petes-oasis/
4) '[DRS]Yak_Fighter' for creating the two APC vehicles (controllable guns added by myself.) Created especially for this map & used with permission. Email; yak_fighter11@hotmail.com, website; http://yak_fighter.tripod.com/yfrf/yfrf.html
5) Valve & Planet Half-Life, for awarding Scorched as runner-up in the Valve/PlanetHalf-Life map making contest. The winning level (by Wolf) was included in an official Half-Life patch. For more info, visit www.planethalflife.com/contest/mapcontest/winner.shtm

INSTALLATION:

All 'Utopiaatoll' files into ..\half-life\valve\gfx\env\

All other files into ..\half-life\valve\maps\

PLAYERS:

4-16 players.

FEATURES:

Tau cannon & Gluon intentionally omitted - the weapons present fit in with the "realistic" visual theme (MP5, Shotgun, Magnum, hand grenades, etc.)

The Scorched.res file is for server operators only (to enable the custom skybox to be downloaded along with the .bsp map file itself.)

Opposing Force (HL) Scorched (OP4DM)

by keved
INTRODUCTION:

Title : Scorched
Type : Opposing Forces deathmatch level
Date : 18th March 2001
Filename : keved_hl1_op06.bsp
Filesize : 4.1mb

CREDITS TO:

1) Valve/Sierra.
2) Gearbox
2) The Zoner compiling tools verson 2.5
3) 'The Mighty Pete' for the skybox. Used with permission. Website; http://www.geocities.com/petes-oasis/
4) '[DRS]Yak_Fighter' for creating the two APC vehicles (controllable guns added by myself.) Created especially for this map & used with permission. Email; yak_fighter11@hotmail.com, website; http://yak_fighter.tripod.com/yfrf/yfrf.html
5) Valve & Planet Half-Life, for awarding the Valve deathmatch version of Scorched as runner-up in the Valve/PlanetHalf-Life map making contest. The winning level (by Wolf) was included in an official Half-Life patch. For more info, visit www.planethalflife.com/contest/mapcontest/winner.shtm

INSTALLATION:

All 'Utopiaatoll' files into ..\half-life\gearbox\gfx\env\

All other files into ..\half-life\gearbox\maps\

PLAYERS:

4-16 players.

FEATURES:

Displacer & spore-launcher intentionally omitted - the weapons present fit in with the "realistic" visual theme (Sniper rifle, M249, Eagle, hand grenades, etc.)

The keved_hl1_op06.res file is for server operators only (to enable the custom skybox to be downloaded along with the .bsp map file itself.)

Counter Strike Assault on Pelham 123 (CS)

by keved
INTRODUCTION:

Title : Assault On Pelham 123
Type : Counter-strike 1 level
Date : 13th May 2000
Filename : cs_pelham123.bsp
Filesize : 5.1mb

CREDITS TO:

1) Valve/Sierra.
2) The Counter-Strike team for their great mod.
3) The Zoner compiling tools verson 2.5
4) A few custom textures used without permission from Quake 3 Arena, Unreal Tournament, & Kingpin. Apologies for ripping. Make sure you buy all 3 games if you haven't already done so!
5) Textures credit: the creators of the official texture wads included in Counter-Strike.
6) Textures credit: a few from each of the awesome PC games Swat3, Deus Ex, and Kingpin. Buy them if you haven't already done so. Please refrain from playing this map until you have.
7) Textures credit: the 'megawad' textures, compiled by Cremator.
8) Steve "Salamander" MacCullum for the police cars & textures. Used with permission. Email; steve-mc@home.net
9) An unknown author for the burnt out cars (which I altered to suit, and added the fires.)

INSTALLATION:

All files into ..\half-life\cstrike\maps\

PLAYERS:

8-20 players.

FEATURES:
  • Two sets of "maintainance doors" are locked by padlocks. Shoot the padlocks to open the doors.
  • A security camera system is available to help the Terrorists defend the building. The camera systems are located in two areas; one cluster beside the Terrorist spawn area (containing cameras that overlook the map exteriors) and a second cluster on ground level (containing cameras that overlook the map interiors.) The Terrorists can reach both clusters before the CT's, but if the camera system falls into the hands of the Counter-Terrorists, they can use it to help their attack.
  • All wooden boards covering windows can be shot-through, as can all openable doors.
  • Hostage rescue zones are placed immediately outside all exits of Pelham station. The Counter-Terrorists don't have to guide the hostages all the way back to the CT spawn point, just to an exterior area.
  • If both teams rush straight away at the beginning of a round, the Terrorists can reach any entrance to the building at least a few seconds before the Counter-Terrorists reach them. On the other hand, the CT's can exit the warehouse via either exit before the T's can get outside the building. This ensures the T's get a chance at securing & defending any entrance into the building, whilst the CT's have a chance to secure the area outside the warehouse & assault any of the entrance points without the fear of not making it out of the warehouse in one piece.

Team Fortress Classic (HL) Red Giant (TFC)

by keved
INTRODUCTION:

Title : Red Giant
Type : Half-Life 1 team fortress classic level
Date : 16th June 2001
Filename : keved_hl1_tfc05.bsp
Filesize : 2.3mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools version 2.5.3
3) Dietz for supplying TFC entities.

INSTALLATION:

All files into ..half-lifetfcmaps

PLAYERS:

8-16 players.

Opposing Force (HL) Red Giant (OP4CTF)

by keved
INTRODUCTION:

Title : Red Giant
Type : Opposing Forces capture the flag level
Date : 16th June 2001
Filename : op4ctf_redgiant.bsp
Filesize : 2.7mb

CREDITS TO:

1) Valve/Sierra.
2) Gearbox
3) The Zoner compiling tools verson 2.5.3
4) A few custom textures used without permission from Quake 3 Arena, Unreal Tournament, & Kingpin. Apologies for ripping. Make sure you buy all 3 games if you haven't already done so!

INSTALLATION:

All files into ..half-lifegearboxmaps

PLAYERS:

8-16 players.

FEATURES:

You cannot use the lifts in the opposing team flag room, only those lifts in your own flag room. In other words, once an attacker has collected the opposing team flag, he has to go the long route via the staircase. The defenders, on the other hand, have the advantage of using either of the two lifts located inside their flag room as a shortcut.

Team Fortress Classic (HL) Ceasefire (TFC)

by keved
INTRODUCTION:

Title : Ceasefire
Type : Half-Life 1 team fortress classic level
Date : 13th September 2001
Filename : keved_hl1_tfc06.bsp
Filesize : 2.9mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools version 2.5.3
3) Dietz for supplying TFC entities.
4) Layout largely based upon the golden-oldie TFC level Openfire, author unknown.

INSTALLATION:

All files into ..half-lifetfcmaps

PLAYERS:

8-16 players.

FEATURES:

Red & blue coloured lights are placed around the level at key locations (spawn rooms, no-mans-land between the bases, etc.) These provide visual feedback on the current state (on/off) of the red & blue laser security.

The area behind each set of laser security beams (where each flag resides) does not kill attacking players should they remain there when the lasers re-activate. This enables the player to throw the enemy flag through the lasers to a team-mate and adds an extra tactical option for attackers, negating the need to turn "off" the laser security until the defending team wise-up and kill the guy stuck behind the lasers.

Ammo & armour packs respawn every 2 seconds. Grenade packs respawn every 10 seconds. Flags return after 60 seconds if dropped.

Warning: if you attempt to enter either of your respawn areas whilst you are carrying the enemy flag, it will be removed & returned to its original position behind the enemy laser security. NO POINTS will be added to your or the team score. This is to stop lamers who ruin the game for everyone else by hiding out with the enemy flag in the safety of their own respawn rooms.

Opposing Force (HL) Ceasefire (OP4CTF)

by keved
INTRODUCTION:

Title : Ceasefire
Type : Opposing Forces capture the flag level
Date : 13th September 2001
Filename : op4ctf_ceasefire.bsp
Filesize : 2.9mb

CREDITS TO:

1) Valve/Sierra.
2) Gearbox
3) The Zoner compiling tools verson 2.5.3
4) Layout largely based upon the golden-oldie TFC level Openfire, author unknown.

INSTALLATION:

All files into ..half-lifegearboxmaps

PLAYERS:

8-16 players.

FEATURES:

Red & blue coloured lights are placed around the level at key locations (spawn rooms, no-mans-land between the bases, etc.) These provide visual feedback on the current state (on/off) of the red & blue laser security.

The area behind each set of laser security beams (where each flag resides) does not kill attacking players should they remain there when the lasers re-activate. This enables the player to throw the enemy flag through the lasers to a team-mate and adds an extra tactical option for attackers, negating the need to turn "off" the laser security until the defending team wise-up and kill the guy stuck behind the lasers.

The two sets of lasers kill all players. When bringing the enemy flag back to your base, use the door beside your flag to gain access to your base in order to capture the enemy flag.

Flags return after 30 seconds if dropped.