Snarkpit Maps Archive

Half-Life Factory Place

for Half-Life 0
by Perin
This is just a large factory type map I decided to just try to have fun with. It's a very wide open map. The map includes several loading/unloading bays, plenty of air vents and much more. There is really no story for this map at the moment... I just wanted to do an open map that is unplayable for hl ;). Anyway, place any feedback you feel.

*** Before you download, please understand that this map is for show purposes only. R_Speeds are high :P

Half-Life PG_Section4

for Half-Life 0
by Perin
This is a map I am currently creating for a mod I'm on called 'Project Genesis'. The mod and the team are really cool and good at what they do.

This map I'm creating is the underground base in which the player has to find. This is all I can say about the mod itself.

Please let me know what should change, or give me any feedback because I need this to look incredible... any idea will be helpful.

*Project Genesis is no longer. This is now available for playing.

Day Of Defeat (HL) Dod_noname

by grompp
Beta
My first Day of Defeat map, I dont know how the gameplay is going to be, but I think this map is fun when its completed.

Team Fortress Classic (HL) snpr_amnesia

by X-ICE
A sniper map for TFC where there are two bases with identical features such as hiding places and dark/light areas.

Counter Strike fy_pillarworld

by Nukem
An fy map set in an indoor area, only took a week to make. gameplay is great if you like fy maps. There is also tunnels underground connecting the two sides of the map.

Counter Strike cs_deathvalley

by Nukem
Beta
Map is currently back on the drawing board.
Cs_deathvalley is based roughly on a cross between cs_seige and cs_assault, an idea i had one year ago and tured out to be very original map in most aspects. I tried to capture the feeling of assault indoors in this map and siege outdoors, plus giving the cts more ways to rescue the hostages. There are also more ways to get to the hostages except one, with more vents into the hostie room. However I liked having only one exit with the hosties, thats what made assault fun... Both teams have cameras this time around. What more can i say, please try it out and let me know what you think.

Half-Life: Deathmatch city_block3

by Nukem
Beta
This is my third installment of my city map series.

Half-Life: Half-Life Rally rc_coastrace

by DudeTor
My first completed HL-Rally map. the track goes around a island. I used 6 moths on this map.

NOTE!
Due to little time I was forced to hand over the map to someone over at HLRally. He then uploaded a zip file containing a couple maps, including mine. The zip file is about 22mb big. ONLY RC_Coastrace is my work.

Day Of Defeat (HL) dod_pegasus_bridge

The download link above is back up thanks to the wonderful broadband connection at my Uni (and thanks to about all of my internet quota). The problem with textures in the latest version of DOD is fixed, so download away!
Finally got it finished. Its taken a while, what with uni, work and my budding graphic design business, but its done. And if i do say so, quite a beauty. The r_speeds are high but well within the capabilities of any with a half decent PC. I'd only recommend a LAN though, might struggle a bit over the web.

It's a bit of a showcase map for me, meaning to be playable, which it is, but also as realistic as HL will allow, until HL2 that is. its pretty faithful to the real location, with some inclusions and exclusions for various reasons.

Anyway it a pretty fun and at times frantic map, I hope you enjoy it. Agent Smith
Well finally I have finished dod_pegasus_bridge. Its been a long slog, tying to fit in mapping time around work and uni, but I have done it.

I should have some final screenshots up in the next couple of days and hopefully a download after that. It features custom textures by me (a lot however from various wads not by me, and a couple of pilfered textures from MOH: Allied Assault).

Now the question everyone has been wanting an answer for, r_speeds. Well I'm sure there'll be lots of happy chappies because the r_speeds are higher than my promised 1500 w_poly. However, if you'll notice the 99% complete, I'm in the process of tweaking and correcting some areas where I got a bit carried away, so hopefully it will be lowered to a figure closer to the promised. But please, I know about r_speeds and limits, so don't tell me they're too high, I ALREADY KNOW!
This is my latest dod map, and has been in the works for the last 6 months. As the name would suggest it is based around the Battle of Pegasus Bridge, the capture of Pegasus bridge over the Caen Canal on D-Day by British troops.

The map is based entirely around the bridge and is set at night, with three capture points as well as some piat objectives for the Brits.

I have been making this map to look as real as possible, and is almost an exact replica of the actual Pegasus Bridge and surrounding area. As such you can expect higher than average r_speeds, but I have limited r_speeds to 1500 w_poly, which everybody should still be able to run, while allowing me some leeway in detail.

Anyway it is looking pretty good so far, and hopefully I will have some screenshots up soon.

Half-Life: Deathmatch Abstract Towers

by Loco
2004 mapping competition entry

Very simple design but certainly unusual! Enjoy!

Half-Life: Other... NW Strategic Defense

by Ferret
Beta
A set of 4-5 levels for Nightwatch in the Strategic Defense chapter. I think this whole chapter is just me! Woot.