Snarkpit Maps Archive

Half-Life 2: Deathmatch dm_amplitude

by Radon
Phew! Finally done.
It took almost a whole year to get it finished.
In this map I reused most of the brushwork in several places to speed up the mapping. For example all the stairs pretty much look the same. I hope this doesn't appear boring. While working on the brushwork I discovered a little trick that allows one to create a 45 degrees rotated version of some given brushwork where all vertices are on the grid. Moreover it makes it very easy to combine a "45 degree version" of some brushwork with an unrotated one. I'm not sure if the trick is already known. If not, maybe Reno wants to write a small tutorial in case anyone is interested :)

Layout: I'm very satisfied with the layout of the map. It seemed very good to me and it kept me working on the map until it was finished. I tried to get some crossfire-feel to it with some sort of building (one looking a bit like a bunker). The textures also resemble a bit to crossfire. Still I think it got quite different.

Props and weapon placement: I didn't put a lot of props in it. They are rather placed like weapons (which they are). There are more props on the lower levels and fewer on the higher ones simply because there is more space to fight with them on the lower levels. Explosives are also to be found mostly on the lower levels because they are too devastating when shot from a high position (especially the RPG). The more precise guns tend to be on the higher levels (with exceptions).

Beta: Actually the map IS finished. But since I didn't put it up here on Snarkpit before, I decided to call it 99% finished and wait for some input. If anyone finds some errors I missed I can easily correct them.

Sven Co-op (HL) SORE

by ct44
Beta
Remember that level in streeets of rage for the mega drive, where u went down a lift that seemd to last forever and bad guys always jumped down, am gonna try and make somthing like that, at least that be the theme of the map anyway. but the elivator will be like a defence platform thingy....
i have it on papar

Half-Life: Deathmatch Box O Cheez

Beta
Well... I decided to take a risk and reveal to the "upper-class" mapping community what I've been working on alongside Bloody Ore. After talking for a while with the <CHZ> clan leader he asked me to make a map for him. He just said he wanted a box with crossbows in it. In my mind the word "killbox" instantly appeared. I made the decision then and there to make something at least a step above killbox. I tried to make an arena.

The premise is simple: you start with just the crowbar, and have to club your way either to one of two gun turrets, or one of four towers that holds the crossbow. To keep it from being a "shooting fish in a barrel" match you start with the longjump as well. The hanging platform doubles as a DJ booth -- hitting switches turns on different loops I extracted from CNC series tracks.

I'm worried about revealing this map though, because of a few of Orph's words: "boxes with stuff inside don't do well around here". No matter how hard I try to conceal it.. that's just what this map is.

One good thing about this map I'm sure even Orph will appreciate is it got me a membership to an excellent clan -- they don't care about skill; just having fun, which is perfect for me.

At the moment the only way to get this map -- should you feel you can stomach it -- is to join the A Cheesy Place clan server when it's running the map.

Half-Life: Deathmatch Slagheap

A variant of Toxicity I may release either instead or alongside the original. Set in a steel mill, there is obviously an abundance of hot things -- molten slag, furnaces, steam, and the like.
Since it's based on an already mostly-complete level, the layout has already been established. In fact, it's basically the same as Toxicity, but with completely different rooms and textures.

More updates will be posted as changes are made.

HL2 Capture the Flag ctf_tower_arena_b2

by PackRat
Authors: PackRat + Snillor
Number of Players: 6-16

We've had requests for an update to fix four main issues, so here it is...

--Turrets now face the wall when they spawn, so throwing them off the edge actually accomplishes something.
--Improved weapon balance (hopefully)
--Moved Rebel flag to balance the map better
--Some performance tweaks (not much as its hard to get much out of it because its all outdoors, but now it seems to stay above 33fps on my machine instead of the 20fps from before.)

edit: i totally forgot to mention the rebel flag
also, smaller screenshots

HL2 Capture the Flag ctf_tower_arena_b1

by PackRat
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NOTICE: THIS MAP IS NOW OBSOLETE
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BETA 2 AVAILABLE HERE: http://www.snarkpit.net/maps.php?map=2544

Authors: PackRat + Snillor
Number of Players: 6-16

I've had a few requests for ports of dm_tower_arena_v2, most of which were for hl2ctf. Thing is I don't play hl2ctf, and I don't know the gameplay at all, so I ended up enlisting some help.

Special thanks to Snillor, who handled majority of the porting work on this map. The item/entity placement, and most of the changes/additions to the layout of the map are thanks to him. I really only oversaw the process and cleaned up any problems.

Also, apparently the storm in dm_tower_arena_v2 lagged more than I thought... so I've optimised the storm in this ctf version slightly - should offer improved performance (neccessary because the map is bigger)

Screenshots: 1 2 3 4

Half-Life 2: Deathmatch dm_minebeta

by Murdoc
Beta
This is a Large map I started almost 6 months ago and just quit on, recently out of bordom I fixed some problems and made a playable version of the map, It was a blast to play during testing. But alot needs to be dot still with the lighting and the building interiors.

This maps not lifechanging but its fun none the less.

I know alot can still be done to this but, I'm going to fix the lighting and the interiors and after that I'm done with this map. It is far past time to move on.

critisism is still happily accepted.

Also It just came to my attention that there is another map called dm_mine so with the next update (around 75%) there will be a new name. "Dm _Detriment"

Please look out for the map, and thanks for everyones help.

Counter Strike Source de_sidewalk

by Pingu
Map name: de_sidewalk
Map type: Bomb Defuse
Author: Emil "Pingu" Fridell
E-mail: emil.fridell@spray.se
Number of players: 32

De_sidewalk combines long-range firefights on open streets together with closecombat in narrow alleys. The gameplay is balanced and allowes you to practise teamplay. The roofs in the middle are accessible via a ladder and they are idle for snipers as they have view over the bombsites.

Updates 2006-05-02
  • added decals showing directions to bombsites
  • improved fps
  • fixed some "missing textures"
  • removed HDR -since it only brought troubles-
  • max players set to 40

Sven Co-op (HL) INTERNET

Beta
Since my brain is a little fried from working on CAFPSII, I decided to dump all the creative things I want to make into this. It's about the internet. You take the role of some random guy... you wake up one morning, and decide to check the internet.
The map will consist of two "worlds". The Real World, where you find secrets and puzzles with some kind of scientific explanation, and you have the "Internet" world. The internet holds no boundaries with time and space -- anything goes.

The goal for the players in the map is a competitive one -- The first player who reaches some kind of crazy number of points from finding secrets, wins. (I'm thinking of maybe 5000 pts?)

http://hlrse.net/vhe/G.Ballblue/internet-camera_game01.zip

I got an idea yesterday from the music track you hear in the video. Naturally, anyone whose played "Blast Corp" will know that is the music from a replay. What's unique about a replay in Blast Corp though, is the camera is mounted onto the side of the "carrier" truck that you must clear a path for.
With the whole idea of having the camera mounted onto a moving truck -- and you not being able to move it -- I got the idea for "Camera Games" which essentially float away from the player, and the player must try to safely get from point A to point B, without being smashed or being killed by traps. In the video, you see me working on the first camera game that I thought up. There will be up to three "camera games" to find in INTERNET, but they certainly won't be easy. The player who manages to start a camera game is awarded 100 (maybe 1000?) pts. Camera games are notated by a floating, spinning, camera -- as seen in the video.

At an architectural stand point, I'm not going to try and win any graphics awards with INTERNET. But I will certainly make the map pleasing to the eye.

Just so everyone knows: CAFPSII is not dead -- I just wanna take a break from working on it. I've done a lot of work on it so far :/

Counter Strike Source dm_stack

Beta
dm_stack is replica of the level Stack from Goldeneye 007 on the N64. I am aiming to be as close to the original as possible. All the textures were done frm scratch by myself. All the mapping was also done by myself. What I need is testers.
Info on alpha testing

NOTE: This is a CS:S map, it has dm_ because it is meant for deathmatch mod servers

Ok, dm_stack is now in it's alpha stages. I need some of you to test it. Your bassically looking for anything you want changed, or you think is wrong.

Anyone who tests the map PM me and let me know, but also post your review in here. I want to keep track of you all so I can put you on the credits list.

Keep in mind, I know some things are wrong. And this map is not even close to done. I know theres no lighting, or cubemaps, nav, and all that jazz. I know most of those super obvious things. I am going to add the ammo boxes and guns(they all will be working and such), and the random spawns

THIS IS AN ALPHA, KEEP THAT IN MIND

Download URL (4.3mb): www.dimensionstudios.org/vmf/public/dm_stack.bsp

Sorry about the file size, its because of all of the custom textures

P.S.
Hit the "use" button to open the blatent secret passages (the lighter sections of the walls) The use button is the button you use to talk to hosties.

Half-Life: Deathmatch A map in progress

by gorami
Beta
Generally iam trying to improve my mapping skills i would be gratefull for abit advice on the map. Ive just started making basicially its plains are to be a supermarket callled tesco. It consists of a car park underneath the shop and elevators and lifts up to the shop floor. At the moment ive bult a basic structure of the car park and need to work on it further just send your ideas and advice.Also if you know slough thats great youll know the setup of the tesco building.

Natural Selection (HL) co_bmrf

Beta
im making a black mesa map for Natural selection (if you havent already guessed) with some stuff, its in early alpha stages at the moment, with the ready room complete with some of the marine side done. the link contains more details and screens.
UPDATE #2:
ive improved the grate area, ive added two blueshift style generators and a tram rail with cart for jetpackers and fades to sit in, ive also increased the hight of the area vastly, to accomodate for two large fans at the top, along with an actual cieling, the concrete textures are going to change too!

the marine spawn room is now not so box shaped, its got a curved roof with partially interesting lights,

the readyroom now has aligned textures! (not such a great thing to boast about, but it is done)