Snarkpit Maps Archive

Counter Strike Fy_IceStorm

One of my first trys at a CS Map. Replay value of the map is high due to some times random crates.

Counter Strike de_gas26

An old map that was a first attempt at a winter type scenario, its ok but nothing special. Some ideas were refined and used to better effect in later maps like Outfall, de_mountz and de_verve, 3mb DL

Half-Life: Half-Life Rally hp_citypark

HLRally - Hot Potato Mode
"City Park"

A small map for 4-8 players.

Half-Life: Deathmatch Broken Palace

by Finger
2003 map competition entry

Half-Life: Deathmatch Crowbar Arena

This map is also done for the [DAWG] clan. As the name suggests, this is a crowbar-only map. The players are stripped of their weapons as they spawn. Now, to the map structure:
The map consists of two floors: the battle floor and the observation/control floor.
--Observation/Control floor--
This is where the players spawn. There's a glass floor-window in the middle of the room, so you can see the Battle floor anytime you want. There's also some comfy couches and armchairs provided for enjoyable viewing :) Also, there's 2 vending machines to fulfill your thirst (not really) One of them might save your ass out on the arena floor, though. Use the button of the green machine 5 times to cause the red one to explode and in its place batteries will start spawning. There are 2 one-way teleports on the sides of the room, they lead you into the arena. There's also a control panel in the room, right across the vending machines. I will discuss that sucker in the Rules section.
--Arena Floor--
This is where all the fighting goes on. Simple square room, only weapons are crowbars that you get when teleported. There's also severall hazards in the room. Thre's "Acid Pit", which opens up the middle logo tile, revealing an acid pit. Then there's "Flame The N00bs" which makes fire sprout from the 6 vents in the arena. Thre's also "Lightning" which connects the 4 spikes in the arena with bolts of deadly lightning (unless you run through real fast). The final one is "Death To The Center" whichn makes the acid pit overflow through the fire vents and flood the middle of the arena.
--Rules--
The rules are simple: people who want to fight go into the teleports, but at least one stays to control the action. That person should be an admin or a fair player, not some dumbass. Once a needed amount of people collects on both sides of the fence, the operator shuts off the teleports with the green-red button to prevent respawned people from coming into the arena while a battle is raging. Then, the operator presses the double-green button to open the grate and close off the teleports with an unbreakable seal. Now, that button toggles the battle, so you can open and close the grate and teleport seals at your discreton. The hazard panel is pretty simple to understand. The 4 buttons toggle the 4 hazards on the arena (they're a spectacular sight when on all together)
--Congrats on gettin' through the manual!!--
Enjoy playing this map as much as I enjoyed making it.

Half-Life: Other... px_shockwave

by BlisTer
for the human-vs-alien-ai hl mod paroxysm .

you have to shut down the shield generator of a facility, to enable the bombers to exterminate the alien nest that infests the facility.

included in the official mappack

Half-Life: Other... px_vaxin

by BlisTer
for the human-vs alien-ai hl mod paroxysm .

a mining facilty. you have to find and retrieve a crate with minerals to the surface.

has been included in the official mappack

Half-Life: Deathmatch sj_castle

Beta
This is a castle map. I started it ages ago, and am hoping to get it finished before HL2 is out.

Thanks to mazemaster for the great cannon model.

[Updated] 13/06/04 - new download and screenshots

Half-Life: Deathmatch torque

This is a smallish map that is good for 2-8 players. Any more will cause the map to degenerate into a giant pistol/crowbar fight on the ground level. This map is mainly a bunch of interconnected halls and stairways surrounding a large open area. The r_speeds never go above 450, and they only reach 450 in only two places. There is a large amount of weaponry spread out throughout the level, but the ammo is placed to force people to move around. It is almost impossible to camp out anywhere.

I didn't include all the weapons, since I didn't think they would fit. Snarks, the HornetHand, and the Egon were not included, and there are only one each of the RPG, the Gauss, and the Crossbow.

ADDENDUM Well, this is my first released map. It never got the respect I felt it deserved. I was going for gameplay over visuals, and its fairly obvious. I was obsessed with low r_speeds, since I had such an old computer, and I couldn't compile anything more complicated...so there you have it. If you can stand the looks, you will find a great DM map here.

Opposing Force (HL) op4_cataclysm

This is the op4_version of the HLDM map cataclysm. Upon releasing Cataclysm I recieved some small complaints that caused some big debate. I refused to change anything since the map had gone final. I am not a hypocrite, so I wasn't going to release a cataclysm_r. Instead I did the next best thing and added the changes to op4_cataclysm! The changes are small but important. I changed the teleporters to give each individual one a new color, and it looks much better. I also added two long jumps that are situated at opposite sides of the map.

This is a medium-sized, fast-paced map that's fun for the whole family. There are six main areas interconnected with hallways and teleporters. Available weapons include: MP5, Shotgun, Eagle, SAW, Tau, Egon, RPG, Sniper Rifle, Shock Rifle, and some assorted explosives. Getting the egon is possible, but don't be cursing at me for tricking you to go after it. I made sure that the weapons are balanced, and that the ammo placement forces people to move around if they want the most out of the more powerful ones like the gauss and rpg. In my opinion, this kind of weapon/ammo placement provides the best deathmatch experience. There is almost nowhere to hide and camp, so those of you who like that sort of thing better be prepared to lose.

Half-Life: Deathmatch cataclysm

Yes, its been a couple of years since I released a Half-Life map...I did manage to become a much better mapper in the mean time. I took it upon myself to correct all of the mistakes I made in Torque and to make a high quality map, both visually and play-wise. After hours of hard work and the total abandoning of about five almost complete maps, I finally made a map I was happy with.

This is a medium-sized, fast-paced map that's fun for the whole family. There are six main areas interconnected with hallways and teleporters. All of the weapons except the snarks and hornetgun are included. Getting the egon is possible, but don't be cursing at me for tricking you to go after it. I made sure that the weapons are balanced, and that the ammo placement forces people to move around if they want the most out of the more powerful ones like the gauss and rpg. In my opinion, this kind of weapon/ammo placement provides the best deathmatch experience. ;) There is almost nowhere to hide and camp, so those of you who like that sort of thing better be prepared to lose.

Basically I created a map that I would like to play. Frankly, I'm pretty happy with how this map turned out. I hope you will enjoy playing it as I did building it.

Half-Life: Deathmatch FragYard

This is my first actually released map.
I made this map for the [DAWG] clan I proudly belong to. It's a teamplay map that has a decent level of detail. This is a map that consists of two similar bunkers. Very simple layout, quite dark, plenty of sniping opportunities. Also, a Crossfire-style doomsday device is icluded. There are rocket launchers on top of both bunkers, only usable by that buker's team (unless it's deathmatch) R_speeds can get into the 1600s but that is my crappy 400Mhz software-rendering. This map is supposed to be dark, in case you want to sneak around and score a few crowbar kills. Coming up next is my Crowbar Arena map, also made for [DAWG].