Snarkpit Maps Archive

Half-Life 2: Deathmatch dm_serverroom_beta

Beta
My first map, kinda like killbox

THE LADDERS ARE INVISIBLE.
its a minor problem

Half-Life 2: Deathmatch NA_high-rise_b2

Beta
NA_high-rise_b2 features a seven story building and roof enclosed on all four sides by a wall several feet away from the building. There are various office supplies and weapons positioned throughout the map.

This is my first HL2DM map and third real map for any game; the other two are for CS:S.
Constructive criticism is much welcome.

Counter Strike Source cs_darkroom_b3

Beta
cs_darkroom_b3 includes elements of a real photography darkroom. The map is very simple but gives players enough options to choose their game play style (i.e. stealth, sniping, closeup action, rushing etc.).

The structure of the map is in place, I just need to go in and add some aesthetic pieces so it is not just a box.
Known problems:
-The shadow of a person on the roof is seen through the ceiling against the wall in the darkroom. (seems to be more of a source engine problem)
-cubemaps need to be reworked to fix a few reflection problems.

Counter Strike fy_hotspot

A small map to your next vacations!

Fast map, fight yard for 32 players (!!!)

Home: http://shipjacker.blogspot.com

Summer version.

Half-Life 2: Deathmatch dm_residential

by midkay
Beta
dm_residential is a map centered around a 3-way intersection in a residential neighborhood, with a hill and seven accessible buildings in the vicinity. It takes place around early morning (or late evening); most of the lighting in the level comes from streetlights and building illumination. All of the accessible buildings have their own interiors and several ways of entry and exit, providing many potential routes around and throughout the map.

Beta 3 was released on August 8, 2007. The final version, assuming all goes well, should be released in a few weeks (almost surely before September) with only some minor tweaks to the beta 2 design.

You can check out some discussion and work-in-progress screenshots in the forum thread (see below). Thanks for looking!

Half-Life 2: Deathmatch Mudanchee

Star map!
Mudanchee is a compact, fast and fun Half-Life 2 deathmatch map, set in an ancient cave system. Players combat each other between gloomy crystals, old tombs, clattering waterfalls and archeological equipment.

The complete weapon array is available, as well as various custom objects such as sharp crystals, hammers and rocks. Action is never far away due to the compact nature of the map, and vertical combat plays an important role. And there's the occasionally hidden items...

Half-Life: Deathmatch Mudanchee

Beta
At this moment all work on Mudanchee is halted. A combination of designers block and the complexicity of this map. R_speeds are very close to 800/900 at some points and the amount of entities I used slow it down even on my computer.

Maybe I'll continue with this map, but most likely not. However, I might use the idea for a HL2 map, but we'll see about that.

Half-Life 2: Deathmatch Deep Spaces 2

by Evilis
This is the second of three planned maps. It borrows from the first map (dm_deepspaces_1") and is a

continuation of a space fight facility on the moon of Saturn, Enceladus. A spacecraft is prepared for launch.

There are three buttons to press to launch it. One in the Fueling Control, Gantry Control, and Launch Control.

The buttons must be pressed in that order. The Fueling Control button starts the fueling of the rocket

as can be seen by the fumes being vented. The Gantry Control button retracts the Gantry/Walkway from

the rocket. The Launch Control button starts the launch sequence. The pressing of each button is

accompanied by a global audiable alarm. In teamplay mode only the Rebels can press the buttons. This

can be used as a confrontation goal with the Combine forces. The Rebels try to launch the rocket

and the Combines try to stop it. In addition to the buttons needing to be pressed, there is a overhead

crane that if it is positioned anywhere over the rocket when it is launched, the rocket will be destroyed

and the Combine wins.

- The teleporters serve as a "ring" around the outside of the map for quick movement.

- Use the ventilator shafts to move up to the Gantry Control Room.

- In Teamplay mode the map will automatically reset after the rocked is either launched or

is destroyed by running into the overhead crane.

- Spawn points are pretty well spread out, so in team play mode knowlege of the shortest path

to get the best weapons and extra health will weigh heavily so study the map.

Half-Life 2: Deathmatch Deep Spaces 1

by Evilis
It is a space fight facility on the moon of Saturn, Enceladus. Preparations for a mission are underway.

This is a final version (unless I am lucky enough to get enough feedback to make an enhanced version)

Half-Life 2: Deathmatch coast

A nice coast for deathmatch.

The Coast is taken from "d2_coast_03_d" and edited.

Counter Strike Source cs_siege_z

by zozart
Beta
I started work on a Source version of cs_siege a long time ago. One day I'll finish it. These are slightly older screenshots.