Snarkpit Maps Archive

Counter Strike cs_italy

by glenc
cs_italy is a hostage-rescue map for Counterstrike. I did the mapping for the original CS. It has since been ported to CS:S by Valve. DigiChaos did the textures and modeling for the original cs_italy. Unfortunately the chicken didn't make the cut for CS:S :(

Half-Life Secret Connections

for Half-Life 0
Beta
This is the starting point of my new mod called, Secret Connections, I will have a full detailed story soon.

Including new textures. Models, game art. HUD, and possibly game play style. Expected realease date may not follow up. Take the anticipation to a low then, I will only reveal to you the first Chapter, out of the 8 chapters to come. Hopefully when it is released you guys wont be hooked into HL2 mods... Because I am not transferring.

Incomplete Story Line-
Secret Connections-
The story starts as you were knocked out by an unknown force and were placed in a mysterious complex. You have no idea what has happened. but you have vague memories that you can't quiet make out. You find a note in your left pocket and it says something about meeting up with your co-worker, Dan Hives. Your name is Mike Slopes and you are supposedly a co-worker at Atlantic Pipe Machinery Co. Atleast thats what is on top of the letter. As you have no idea what you are doing in this strange complex, You realise it doesnt look anything like the company described on the note. You must figure out where you are.

You start out in what appears as the office part of the complex where something has gone terribly wrong with the engineers working in the Facilities.. Some have survived. Including you. and others are out to get you. You will need to find out what the government has done and what Secrets are beheld in this complex. The number one objective is to rendezvous with your friend that has been mysteriously teleported. He has the pass to get out of the facility, without that pass, you both die! Although his location is unknown, you will be clued in on his whereabouts either it be by blood tracks.... or worse, body parts! Anything can happen and you must escape at all costs. Your friends, and peers are at risk of an unknown....... Stay tuned for more information, as things heat up in this terrifying adventure through hells maze. Coming Summer 2005.

Counter Strike Source xi_rockyaim

by Asuka
I am looking for a host at this time. (waiting on a few) I originally wanted all players to spawn with awp, deagle, usp, glock, full armore, ak, m4. But i couldnt figure out how to do it :/ I wouldnt look at the screenshots to much because it isnt a very bright map and some of the really cool details you have to be ingame to see. (NO PREFABS USED IN THIS MAP) ALL the rocks were made by slow clipping and so on.

(28 Players Max)

Download: http://halflife2.filefront.com/file/;32582
http://css.punkassfraggers.com/maps/zips/xi_rockyaim.rar
http://www.fileplanet.com/files/140000/147496.shtml?r=5
http://dlx.gamespot.com/pc/counterstrikesource/moreinfo_6112838.html

Day Of Defeat (HL) dod_ardennes

Beta
So far its a rather small section of a town on the edge of the Ardennes forests near Bastogne. I haven't decided objectives yet as I only started the other day, but I do have most of the layout decided.

The grave yard still needs work, and this section isn't quite finished yet. The R's are about 800w_poly at this point.

At this point I'm not sure whether to complete it for DOD or make it for DOD: Source. Anyway, tell me what you think so far from.

Half-Life: Deathmatch DmCore

This map is a Sci-fi map i made during the times i have been bored the last month.
Textures are from wadfather and very nice guy called Fox1.

The map looked quite different in the beginning due to lots of good comments Ive had from my friends and from you here at snarkpit.
Ive remade it quite alot to the better of course.

NOTE that the screenies are very dark compared with the ingame experience.

Enjoy ;).

Opposing Force (HL) op4_tiny

this is my first map, very little and not like as a prof. map.

but its very funny to play on it with 3-4 people :)

have fun :)

Counter Strike de_castlegarden

Beta
This map was a test really to see what I could do with my "skills" at the time. This is the result. I need to polish this up before I release it.

Team Fortress Classic (HL) wolteg

Wolteg is a push map for TFC. You take the ball from the middle yard area into the enemy base on the cap point. There is a message sytem instead of the colored lights that most push maps have.

The name wolteg came from the song Get Low, by Lil' Jon. Most of our map names don't have any meaning, other than being gibberish that we always say. In a way, the gibberish words do have a meaning, but they're more of an inside thing. Wolteg, however, is not gibberish, it's just Get Low backwards.

Anyway, download the map below, see some screenshots, or even watch the run through video that we made with the first release of wolteg.

Team Fortress Classic (HL) ahhhish

Don't wanna, can't stop, ahhhish!

We dubbed this map style "jousting," and it's pretty easy to see why. The main goal of the map is for a Red and Blue player to try and kill one another in mid-air. All you do is run off of a ramp, and then try to hit your opponent. Arenas 1 & 2 don't have any movement based restriction, but Arenas 3 & 4 are "air strafe free." All that means is that you're movement left and right movement is confided to a corridor that spans the distance of the two pads in Arenas 3 & 4. There's not really just a whole lot to explain, but the map is really fun.

Special thanks to Kaleign from kalmaps.com for helping to come up with the idea for the map.

Team Fortress Classic (HL) bahsnah

Well, this map idea was thought up while wolteg was in it's _r01 version. It's another map we've made using the mztfc.wad created by MikeZilla. Anyway, the basic idea of the map is this...

Your team has to control command points with idols found in your respawn and then pay tribute to your command point idols with gold stolen from the enemy base. The point system is setup so you are better rewarded for traveling farther with idols and gold, for example: you earn more points for capturing the command point closest to the enemy base. You also receive points every so often for holding command points which use the same kind of point system as capturing command points in that you earn more points more frequently for holding the command point closest to the enemy base. The gold is also using this point system, except in a sort of opposite way in that you earn more points for capturing gold on the command point closest to your base.

It probably sounds a lot more confusing than it actually is. We suggest playing it if you're confused, because once you play it...it won't be confusing. It's quite simple and really fun once you get the hang of it. So get to it already...

Team Fortress Classic (HL) memnite

Memnite was the first map we ever released for TFC. We thought it was pretty good at the time, but lately we realized that we should re-work and refine the map a little bit. So, that's why we decided to make memnite_r, which means it's the revised version. And we definitely did just that. We fixed and changed many things to be better. The respawns are no longer some goofy rooms, the textures look better...even the rings look better. This revised version is just an overall better map than the original, in our opinion.

The sparking idea for the map was seeing a picture of some "skeeball" type map, and that's what gave us the inspiration to make a map where you have to "go through" something. Memnite was probably what started our trend for making really big maps -- probably too big, but whatever.

The gameplay is fairly simple: Blue and Red fight for control of rings while Yellow snipes everyone. Sniping in this map is definitely a lot of fun as you kill the Blue and Red players flying through the air. And trying to cap the rings is a lot of fun because of the flying. Basically, the flying-through-the-air part is where the map is a lot of fun.

Enough talk, check it out for yourself.