Snarkpit Maps Archive

Half-Life Persian_Element

for Half-Life 0
by DocRock
Map for the TWHL Mapping Contest 33

Fortress Forever ff_TooGood_b1

by ian.de
Beta
*********************************
FF_TooGood_b1
by iansir 2012
SHUT DOWN STYLE CAPTURE THE FLAG
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Disable the enemy team's security.

Steal their flag and bring it back to your capture point.

10 points per capture.

Fortress Forever ff_prolifique_b2

by ian.de
Beta
ff_prolifique_b1

Remake for FF in 2012 by iansir

*******************************************************
Original map designed and created for TFC in 2002 by Defrag
*******************************************************

Standard Capture The Flag

Infiltrate the enemy base and steal their flag.

Return it to your capture point
located inside your team's front door.

[SCORING] 10 points per capture.

Protect your flag from the enemy team.

The team with the most points at the end of the round wins.

Beta 2 - Changes
1) Decreased health and armor and removed grenades from all bags except in spawn.
2) Fixed door triggers and increased spawn door open speed.
3) Touched up some textures

Half-Life WAD Support Pack

for Half-Life 0
It has been brought to my attention that several of my maps that I have posted do not have the required wad files. (This is due to a misunderstanding with the editor) and I thought that it would be best just to post a support pack that contains these wad files instead of reposting my other maps. There are instructions included.

Team Fortress 2 Duel_Dust

by Xylemon
Duel_Dust is a small dueling map for Team Fortress 2 created back in April 2011 for a competition between a friend to make a dueling map before dawn. After winning and (mostly) finishing this map I ended up having a few matches, but due to its rushed time limit it wasn't the most balanced nor optimized (not to mention other bugs). So it sat on my hard-drive for over a year till I made the necessary decision complete it. The end result is what you see.

Half-Life 2: Deathmatch dm_boundless

by Radon
Beta
The basic idea of the map was to create a tower that repeats endlessly and creates the illusion of infinite height. It has 3 floors that are designed in such a way that they can seamlessly be stacked on top of each other and thus in theory create an endless map.

In practice this is obviously not possible. I created a single set of 3 floors and connected the bottom and top with teleporters. This is the only practical way to make a working map based on the idea. Unfortunately the illusion of a continuous space is mostly destroyed by the teleporters. I wish I had real portals (as in the game 'Portal') to connect the floors. With those the idea would work much, much better. Alas, there is no way to get portals to work in Half-life 2 multiplayer. It's a different version of the source engine. So I have to live with the 'simple' teleporters. I hope basic idea still becomes apparent when you play the map. Another unique element in the map is the architecture. Unlike most maps it was not build on the editors basic grid that creates a lot of 90 degree angles. Instead I used a 'fake' grid with a 60 degree angle between the x and y axis. That allowed me to create a hexagonal layout for the tower.

With a hexagonal shape for the basic layout I could do some very interesting things. Three corners of the tower form big open shafts that allow sunlight pass directly to the center. The other 3 corners of the tower form 'usable' space where the player can walk. This partitioning of the space is extended by the vertically repeating layout of the tower. In the vertical direction the open and the walkable spaces alternate. This effect is achieved by the fact that the 3 floors are not designed to be simply stacked on top of each other. Each copy of the 3 floors also has to be rotated by 60 degrees to connect flawlessly with the lower set of 3 floors. So in essence the tower is an endlessly winding structure with 3 big shafts that alternate their orientation each 3 floors. I hope this doesn't sound too confusing. Just play the map ... it should make things more clear :)

Half-Life: Deathmatch Classic dmc_go

dmc_go for deathmatch classic by ikesTRon 2012

-8 players max

-no bfg

ps: let me know if the archive is not complete or something doesn`t work (ikesTRon@hotmail.de)
so i will fix it immediately.

credits:zebani-newzebani.wad
valve -de_storm.wad
valve -dmc.wad
valve -dmc
ikesTRon-putting some of these stuff together.

Half-Life: Deathmatch Classic Greenlab

by IsjiX
Beta
A Deathmatch Classic map I have in heavy progress. The screenshots may be outdated due to constant changing but you can view my screenshots from my steam profile.
Featuring (some not in beta):
Two level floors
Large floors
High detailing
Elevator
Ramp
Scattered weapons
Powerups, ammo, health
Safe/Reloading areas
Explosives and lasers

2/4/2013: I did not abandon the map, I just haven't got around to it yet. Progress will resume soon.

9/4/2013: I'm still here. :D

12/7/2014: WHATS TAKING ME SO LONG?

This map is also (sometimes) live on my DMC server:
97.81.249.98:27015

Half-Life: Deathmatch DM_Cybrain & TDM_Cybrain

Beta
Hello,

i wanted to share this map, created in 4 hours, started by a fun contest with friends. ( without compiletime+fixes )

I added too a TeamDM version.

DM_Cybrain ( 1 vs 1 )
TDM_Cybrain ( 2vs 2) ( 1 vs 1 vs 1 vs 1 )

Download link : http://www.gamefront.com/files/22284789/DM_Cybrain.zip

Feedback welcome :)

Portal 2 Subject 12

for Portal 2 0
You are subject 12 attempting to complete your required tests... Until you find out the truth at the end.

Please let me know what you think. Especially because this is my first Portal 2 map. Enjoy!

Half-Life 2: Episode Two Mission Improbable

by insta
Star map!
Mission Improbable is a singleplayer mod for HL2 Ep2. It features 4 levels, tons of new content, a new character and around 2 hours of gameplay.

It has been created by Magnar Jenssen and Rick Underhill.

For more information about the mod,please visit the modDB site found here :
http://www.moddb.com/mods/mission-improbable

We hope you'll enjoy the mod!

Half-Life 2: Deathmatch dm_ob_battle_lobby_hd_rc1

Map Name: dm_ob_battle_lobby_hd_rc1
Developer: gtamike_TSGK

DOWNLOAD LINK
http://forum.tsgk.com/viewtopic.php?mode=attach&id=8432

Battle Lobby HD is finally out of its Beta stage, thanks for the beta testing and feedback! :)

Brief Description
The map has 8 hallways 4 on the lower level, and 4 on the upper level. On the lower
level there are 2 stair ways to get to the 2nd level also 4 lifts and 4 ladders. The main
area is the middle lobby this is a nice and open area. The weapon layout has been
well thought about and the gameplay is fast. The lighting took along time to get just right.

New features/Gameplay
Added speed ladders, walk/run out of windows and they break; plus 1% glass shard cut
damage to player, teleport areas are smaller for faster teleporting, areas where ladders
are a bit bigger so you can use the ladder more easily, map lighting completely redone,
custom prop textures for explosive barrels and ammo crates, animated models on top of
circle glass windows, HD textures, as well as other materials tricks to make textures look
nice quality and HD env_cubemap reflections added for best quality.

Battle Lobby Graphics Comparison (Before and After)
Coming Soon!

Pictures (Click for High Res)

[URL=http://gtamike.tsgk.com/ob_battle_lobby_hd/big/dm_ob_battle_lobby_hd_rc10008.jpg]
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Enjoy! :)

Here's another HD hl2dm map I did this year.
http://forum.tsgk.com/viewtopic.php?t=5043