Snarkpit Maps Archive

Fortress Forever Attrition

Beta
This is a small map, meant for no more than 10 players. Each team spawns in a bunker on either side of the platform in the center of the map. You must hold the platform for 20 seconds without the other team entering it to get 1 point for your team. You can also lock down the other team's base (lock doors) by flipping the switch on top of their base.

Everything is done except updating it with FF entities (like 2morforever).

Update May 1st 2007: This map has been running on the Fortress Forever beta server for a while, and is fairly popular. I have updated it by lengthening the field, widening the island and putting FF textures/entities in. I won't release the current version for HL2DM because it has FF content. When FF is released, you will surely discover what a blast it is to play on Attrition.

Fortress Forever 2morforever

Beta
May 1st 2007 (International Day of Workers Struggle!) Update: Everything is set and ready to go for when Fortress Forever is released.

I have spoken with the author of the map this is based on (2morfort1_1), AndyC and he has given me props for this quality remake, so I'll say it here: Thanks, AndyC!

All we await now is the release of FF to add its entities, and then this map will be out the door.

Here's the thread on the FF forums, where I keep things more regularly updated than here: http://forums.fortress-forever.com/viewtopic.php?t=2585

The deathmatch version of this map has been released. Check it out at: http://www.snarkpit.net/maps.php?map=2304

Half-Life 2: Deathmatch dm_lostPlatform

by mabufo
This map is OBVIOUSLY based off of the first single player level. This was intentional. I enjoyed playing it in single player, so I made a deathmatch equivalent. This map is 100% original work, aside from valve's stock content. The brushwork is 100% original. This was not ripped from the SDK. If you think it was, then you are a fool.

I've been waiting to release this damned thing for a long time. I'm happy with the end result. Have fun, enjoy it.

Half-Life 2: Deathmatch dm_weaver

by ReNo
Star map!
A small, symmetrical level that makes absolutely no sense in terms of theme! Think of it as a strange (and under-equipped) atrium between two factories, that is rather unfortunately built over an open sewer. The level was built for Mapcore's 1024 unit contest, in which all of the entries had to have their playable area confined to within a 1024 unit cube. Obviously there are areas of this map that extend beyond that, but they are clipped off to prevent player access. Sacrifices were made to the initial plans in order to get it done for the deadline, and while there are plenty of things about the level I'm not completely satisfied with, overall I think it turned out ok given the fairly short development time and small area restriction.

Counter Strike Source de_Substructure

by RedWood
Beta
de_Substructure is a bomb defuse map based in a underground structure of a vague purpose. (original and ambiguous!)

From the CT's prospective the map starts in a deep underground waterway and moves on a general upward direction to the T spawn point witch is at the top of the map. There is much more i could say but i'll let the screens do the rest.

Half-Life: Deathmatch Thrasher

by Orpheus
... My 2nd release, at the time i was making this map i was deeply enthralled with the map "Rigor Mortis".. This is but a poor attempt at the same theme, failed miserably at it, but as ugly as it is, it saw more online fragging time than most all my maps combined.. Its fast and furious in its play.

Half-Life: Deathmatch False_Accretion

by Orpheus
... My 3rd release.
I noticed early on that the most played maps were the default valve releases, problem was, each map had only portions i felt were good, so in my arrogance, I chose portions of some and adding my own works created a rather well laid out map.
My ego swelled because i received dozens of emails chastising me for decompiling the originals and using them in my own map.. All along these people never realized the compliment they were bestowing upon me. The maps are 100% my own creation, all made from memory.

Half-Life: Deathmatch Double_Trouble

by Orpheus
... My 9th and final release for Half-Life 1
This map was created for the snarkpit mapping competition, or at least one of them :)
The concept of the mapping tournament was "Opposing themes". This map combines rather well the ideas of space age with medieval.

Half-Life: Deathmatch Deja_vu_2

by Orpheus
... My 4th release.
Even though i was proud as hell with my first release, I was also not satisfied with it as far as its tribute to what i felt was one of the best levels in Doom II.. Now that my skills seemed up to the task, i decided to again to recreate the doom II entryway.. The differences between my 1st and 4th release are unmistakable.. The map now though, is only loosely based upon the Doom map, but one can still readily identify its likeness..

Half-Life: Deathmatch Deja_Vu

by Orpheus
... My 1st release, basically modeled after Doom II's entryway. The map was made only 3 weeks after my discovery of worldcraft 2.1
Upon its release I submitted it to the old Radium review site, where it scored a whopping 29/100.
Although it is clear full of mapping mistakes, I still look on it fondly.

Half-Life: Deathmatch Club_DRS

by Orpheus
... My 7th release.
Released in partnership with [DRS]Doomdog.

Half-Life: Deathmatch Apex_V2

by Orpheus
...My 6th release.
This map was edited slightly for the PHL mapping tournament.. All the glitches noted by critics were readdressed before this release.. the changes were few, but enough.