Snarkpit Maps Archive

Team Fortress Classic (HL) IRS Revised

by Bloodix
Grab the ball and defend your team with it, and gain points for every ten seconds! Also there is a way to get "on top" of the map that i made a hole in 2 places. and of course those with the ball can not enter there base.

On a side note, i map for an old clan of mine. origially it was to be a big map, and a lot different(the map im talking about is irs3 now) but after my computer crashed i had to restart, and i just gave the option to the members of irs of what irs should look like if i made it in a week(since iv worked on the other irs for several months.) and they choice this. now i know its not very much visual pleasing. but oh well. thats what irs3 is for.

Team Fortress Classic (HL) Soccer Up Hill 2

by Bloodix
A Soccer map in which your team takes the ball to the enemy's goal except that its on a huge expanded hill, with caverns under the hills for further protection of your goal.
The caverns are mainly for the same teams to use, and not for the enemy, since you cant get inside their base that way. Note: the sniper tower at the top, does take a while to get to, unfortuante, and the distance between them are very long and for some players wont be able to see that far, depending on ur maxdistance view sentings.
I may make a socceruphill2_r one day(though i made the original over a year ago.) to correct soem of the problems, such as distance from sniper towers, ect.
and unfortuanete this map will require a medium-large server to play well.

Counter Strike Source aim_tournament

by Random
Beta
This is an aim map I made for fun. I think the layout and lighting is good but please comment.. and yeah there's only one light_env.
If you wanna see the demo I made here's the link:
http://www.freewebs.com/ranmap/aim_tournamentdemo.rar
all you need to do is put it in the cstrike directory (the one in the counterstrike source folder)

Half-Life 2: Deathmatch dm_square

by Raeth
Beta
A DM map set around a city square. It was originally inspired by dm_overwatch, but I think it looks significantly different now.

I don't have anything in the way of really "finished" looking shots right now. I've been building everything pretty roughly with the intention of adding better lighting and more detailed architecture once I'm sure I'm not going to delete it. The warehouse shot (#2) is the closest to finished, but there are still a few details missing (like side caps for the metal stairs).

Oh, and I'm horrible at naming things... any suggestions would be appreciated!

12/22/04: Added a few new buildings... there's a brick church in front of the parliment building now. Grigory's shotgun is on the pulpit for right now. Not sure if it's going to stay since it's not really a real weapon. At this point I have almost all the space filled up. Now I just have to detail it all.

12/24/04: Ok, Annabelle had to hit the bricks since it doesn't do any damage. A few more buildings added (Thanks to some inspiration from Anticitizen One). It's really starting to feel like more than a collection of brushes now. It feels real... especially around the city square.

1/08/05: Vis has been running for 2 days now... I turned everything I possibly could into a func_detail but there's no getting around the fact that my level is basically built in a giant skybox. I'll probably have 1 or 2 more days to work on it, and then I'll have to do one more compile and get it into the mail. So much for playtesting....

1/14/05: Dead for the time being. It doesn't look nearly as good as some of the other contest maps, and there are some gameplay and performance issues that need to be sorted. I might come back and rework most of the map, or I might not.

Half-Life 2: Deathmatch Stephens_2_fort

Beta
New Stuff!!
I have done more work on my map. I have some fun ideas for gameplay, just hope I can implement them .

Here are some of my latest screenshots after compiling on fast vis and rad. I lightened the images cause they were so dark on my work computer, so it does look better in game.

Here is the link to the new download.

http://www.boredskm.com/catapault_2_Fort.ace 2.43mb
Old Stuff
This is my second map uploaded for folks to see and tear apart:). It is in it's very early stages. I had wanted to do a Team Deathmatch but didn't want to mess with it until there was a way to do Team Spawn Locations. Well, low and behold Yesurbius came with just such a tutorial (thanks Yes!).

here is the link to his tutorial!

http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=149

My plans:
A Two-Fort like layout. In the middle of the map is a tower, or some type of location that will hold either rocketlaunchers or special objectives (to come later) where the two teams will be fighting for.

Both of the main base structures are built. Just the structures. There is virtually nothing inside or outside, ie. weapons, details, furniture, that kind of thing.

I have made a .BSP with fast Vis. It is very bland.

Anyway, what I would love is some feedback on where I might could go with this early map. I'm still quite new to mapping as most of you will see.

However, I am also uploading my .VMF for those that are even newer to mapping than I am, so they might get some help, albiet not that much help. I have not uploaded my team spawns yet though. Personally, I wish everyone that uploaded maps would upload their .VMF's :).

I would love to do several things with the map.
1). Team based objectives - simple or complex. Like blowing up the opposing teams generator
2). Having Team Friendly turrets.
3). Having team only forcefields (thanks to Yesurbius again)

Again, any help or friendly suggestions are welcome!!

Timech

Counter Strike Source bt_arena

by Razorub
Beta
This is the first official Black Talon DM arena map. Fast action paced rounds similar to fy_iceworld, bt_arena throws a few twists here and there. Four sniper towers surrounded with glass make for some wild sniper battles, while down below bridges collapse, walls break down, and chaotic gun fights happen in the water.

If you like this one, be sure to check out the night time variation bt_arena_night.

Counter Strike Source bt_arena_night

by Razorub
Beta
This is the second variation of the Black Talon death-match arena map. This one is at night with a thick layer of fog. Four towers in the corners allow for wild sniper battles, while down below bridges can collapse, walls can break down, and chaotic gunfights happen in the water. Think fast action rounds similar to iceworld, but with much higher elevations and a few twists.

Zombie Panic Source ZP:S Industry

by Paladin
Beta
This is the Source version of my map ZP_Industry. This is my current most important project and I hope to have it included in the Source version of Zombie Panic.

Half-Life 2: Deathmatch dm_bedlam

by subside
Beta
Main battle area is a secure, partially underground warehouse with a small outside fighting area.
Plenty of Physics Objects,weapons, and one main trap.

Release Notes: Hopefully fixed ambient sounds permantly. Fixed outdoor terrain to more resemble original design. Removed old cargo trap, and replaced with Super Combine Crush Wall. Added occluders to improve perfomance in some indoor area's. Plus other numerous small changes.

Half-Life 2: Deathmatch Dm_Cowgate

by Skeebz
Beta
Medium to Large map loosely based on a location with the same name. The map uses quite a lot a models and has not yet been fully FPS optimized.

Talking mainly about the style of the map, it is an outdoor city map, much like overwatch but with more space in the xy direction than the xyz direction like overwatch (the multistory building).

The map can be seen as bigger than overwatch and can allow very good play in both DM and team DM as the rocketlauncher on rooftop focus point allows the obvious vantage point for the teams to compete over.

Weapons:
3 shotguns:
- Grass constuction pit
- Destroyed bridge ledge
- centre of the 3rd floor in destroyed orange building
3 magnums
- Under destroyed bridge
- 2nd floor of orange destroyed building, on spawn alcove
- grey destroyed building roof (between cimney stacks)
2 rocket launchers
- Top of orange building set rooftops (with ammo)
- in the back of the blue pickup truck (no ammo)
3 crossbows
- beside combine blockade beside destroyed bridge
- in the double blockade corner beside destroyed grey building
- under collapsed 3rd floor roof, on 2nd floor.
3 Overwatch rifles
- Inside grey building in corner 1st floor
- Beside exposed pipes in mains street
- center of the winding road going between rooftop buildings

With a decent setup on High-medium setting, you can pull out 30 - 60fps constant which doesn't really effect gameplay.

Half-Life 2: Deathmatch The Cave

by mrated
Beta
The Cave is a small 2-4 player Half-Life 2 Deathmatch map set on a rocky island in the middle of nowhere. Use the supplied weapons or be like cavemen and throw rocks at each other, just watch out for the seagull poop.

It all began with a simple tutorial by Fakedawg over at The SnarkPit which demonstrated making realistic tunnels and caves... I just couldn't stop and this is the result.

[edit] Ironed out a few bugs. WARNING: This map may crash HL2.exe when you unload/quit it! I have a support request over at SteamPowered and am waiting on Valve's response.

Half-Life 2: Deathmatch dm_complex

Beta
This is my 1st map , all feed back welcome :P sorry need to find some were to host the map