Snarkpit Maps Archive

Half-Life: Deathmatch Temple

by Jinx
This is a map of mine that is included in Action Half-Life. I decided to finally make a HLDM version.

Things to know about this map:

*It includes detail textures (r_detailtextures 1 in console to turn them on), so surfaces look less blurry up close. The effect is really nice, though it can cause a little engine lag on some systems.

*It has a system similar to some stock HLDM maps- you press a button and the central room's doors start closing. You have to be inside when they close or you are killed. A small text readout at the bottom of the screen will warn you, and notify when you are in the safe area.

*It has a game_player_equip starting players with a jump pack and magnum. This is to offset the size of the map, and the fact that the stock pistol is garbage.

*It has custom everything- sounds, textures, sprites, skybox. And yes, those are cinders/sparks shooting out of the flames.

Anyway, hope some of you HLDMer's enjoy it. It has its flaws, but I'd rather work on new maps than revise old ones to death.

There is also a slightly revised 'director's cut' of the Action HL version:
http://www.cryotank.net/maps/temple/ahl_templedc.zip

Action Half-Life Goldeneye Temple

by Jinx
A 'lite' version of my Temple map that is in v1 of AHL. This is the old layout, and it resembles the old Goldeneye map much more closely. Basically, I thought this layout was different enough to warrant a separate release. Also, I wanted to go for a "console-style" look in this map. So the architecture is simple, there are fewer textures, and weapon spawns are marked and whatnot. The map also has teleporters in the pool. They take you roughly in the direction they are from the center of the pool, and each in/out set shares a unique sprite so you can quickly learn them. Anyway, it's a bit bland, but I figured GE fans might like it.

Fortress Forever Ramparts

by Jinx
Beta
This map is on hold for the time being. This is mostly because a) Fortress Forever took so long to come out that I lost interest and b) after playing FF I realize how sick of TF I really am.

What is most likely to happen is that I will steal some of this architecture to use in a map for Distraction HL2, or open-source it for someone else to cannibalize.

Half-Life 2: Deathmatch dm_spire

A small combine themed HL2 DM map. The link is to an info site for the map that has the download link.

Half-Life 2 HL2:Return of the Resistance CH1

Star map!
Chapter 1: ... live to fight another day. Is a Single player story in the making for HL2. Chapter 1 includes the first 4 maps. Browse the related link for more details and pictures.

Half-Life: Deathmatch Classic Revenant

by Jinx
If you are looking for a big, beautiful arena map with a lot of ambience and good rspeeds, this is for you. The DMC version also has neat teleporter and jumpboost effects in it.

Half-Life: Deathmatch Revenant

by Jinx
This is the standard HLDM version of Revenant.

Also available for:
*Deathmatch Classic
*Action Half-Life
*Vampire Slayer

The DMC & AHL versions are also available for download here, the VS version is part of the final VS release. Each version is carefully tailored to the specific mod for which it was made.

Half-Life: The Specialists ts_satancity

Stalk the late night streets of Satan City on a killing spree.

Unreal Tournament 2004 aut-killingworth

Beta
Map inspired by a real world industrial estate with a modified layout to make it more deathmatch friendly. Theres some very empty areas that will eventually get stuff put in them, its at the stage where it needs a helluva lot of detail putting in. Its for the Action UT mod just in case anyones wondering what AUT is.

AUT development has stopped :-( so i dunno if this will ever get released.

Action Half-Life ahl_Outfall

An industrial type building set in some terrain. It started out as HLDM and was supposed to be RPG friendly. Should also work ok in The Specialists.

Its a big mutha and needs a high player load to fill it up :-(

Half-Life 2: Deathmatch Dm_Cloudcity

After about 14 months, the map is finally "finished".

For you guys who havent heard about the map before:
The map takes place in a futuristic city high enough to reach above the clouds.

One thing that i really miss is that very few people actually write stuff about how they did their maps, and how they thought when they did them. So I wrote one myself called "the story behind dm_cloudcity"

The textures is partially made by me, partially by Skurmedel, partially by Teddybear, partially by Valve, and partially by IZaNaGI.

Counter Strike Source de_trainstation

Star map!
This is a map set in a trainstation (A DER). I did what I did in my other Half-Life 2 Deathmatch map. There is a train that goes by and the players must watch out for it. The two bombsites are a garden and the docks. I thought about the layout alot when I was making this map. I literally worked on this map ANY chance I got. A week and a half of constant mapping.

COOL POINTS OF THE MAP:
-The train
-MAKE SURE TO GET HIT BY THE TRAIN! It honks it horn when it hits a player and the player goes FLYING.
-The docks explode when the bomb explodes
-The garden fountain explodes when the bomb explodes.
-REALLY fun to play with bots or people. Nothing cooler than hearing the train horn in the distance and then looking up to see who got smaked by it. (Especially with bots :D)
-Bots play well in it