Snarkpit Maps Archive

Counter Strike Source cs_metropolis

by Dash
Beta
UPDATED!

cs_metropolis is actually finished. There are serious lag issues because the map is pretty much 80% outdoors. I'm currently working on optimization of the map. We've had about a dozen test plays and so far the map has been quite challenging.

"After successfully bombing a residence, terrorists have neutralized a whole neighborhood and have taken a few people as hostages. In one of the most contrasted neighborhoods of a big metropolis, counter-terrorists will need to rescue hostages in a semi-chaotic scenery."

This is currently my first Source map for Counter-Strike and I believe it's coming up very nicely. I've made a paper layout and started modeling the map already. The screenshots only show what's been modeled, because I always create everything with nodraw textures and then only texture the faces I need (this is my way to optimize my maps, so I don't need to look around for unused faces afterwards)

Hope you like the sneak peaks...

Counter Strike Source de_archeo

by Dash
A dust-like map that was originally made for Counter-Strike. The architecture is very simple (hence why it was made for Counter-Strike) but it recieved a little overhaul for Counter-Strike Source. The main 'feeling' of the map is archeology, hence the name 'de_archeo'. Terrorists have to bomb one of two valuable spots to win.

The map features both outside and underground spots, 2 sniping ranges, a lot of close-combat spots and very quick and intense rounds. Two bomb sites are available: (A) One in an underground tunnel where precious vases and crates of uncalculable price lay still unopened by archeologists who fled the region because of terrorist threats, or (B) an open archeology field where discovery of precious artifacts is imminent in a marked ground section.

NOTE! This map was made for Counter-Strike (1.6) but I modified it so it will now only work for CS:Source. The architecture is very simple, so bear with it. I am currently fixing some minor issues with the map, but it's already 100% completed. I'm already working on a more detailed maps which will use displacements and the full power of the new source engine, de_archeo2.

Half-Life: Deathmatch Flatshaded

by ReNo
Snarkpit 2004 "Original theme" mapping contest entry.

This map placed joint third in the voted category despite very stiff competition. Its a tad too large and open for the aging HL engine, with the skybox using about 99% of the x/y grid in hammer, and most of that being taken up by a giant fully viewable volcano island. That said, it does run and can be fun with 3 or 4 people running around. Weapons and armour are dished out when you spawn as the map is pushing the engine enough as it without placing loads of items around.

Counter Strike CS_Cabaret

[color=white]Cs_Cabaret, Hostage Rescue.
Author: alexroyce (contact: polskiskin@hotmail.com)
Website: www.AlexRoyce.com
[/color]

Maximum players: 40
Recommended players: 6-32
Map Size: Medium

Background Story: Terrorists have taken control of the Uptown Cabaret gentlemens club in the commercial district. While most of the clients got out safely during the initial chaos, 3 civilians remain inside. Its up to the Counter-Terrorists to safely extract the hostages to safety using lethal force against the terrorists if need be.

Installation:
-Follow the instructions in the ReadMe.txt and youll be fine.

Known Issues:
-Because of a bspzip problem (wav's dont bspzip properly), the custom sounds for the map must be installed manually in order to work. Just install the folders according to the readme.

-If you want to run this map on your server and have clients download it, you need to download the .bz2 file. Put the entire .bz2 (dont extract anything) into the cstrike/maps folder on the server. Clients will download a compressed version of the map instead of the full .bsp file. Its even faster if you have an http redirect linking to it. The .bz2 is neccessary if you want clients to download the map off the server.

SERVER ADMINS: Get the bz2 at http://www.alexroyce.com/maps/cs_cabaret.bsp.bz2

-Players who download this map off a server will most likely be missing the custom sounds.

-Using bloom instead of HDR might cause the map to look really bright.

Counter Strike Source shinra_deagle

:::Notes:::
-Bridge was removed, for many reasons discussed between my friendsa and I whom this version was made for originally.
-Gameplay is in tact, looks don't mean much in a simple team-DM map; you don't have to download it because it's not Turtle Rock or VALVe quality.
-40 Players (20 CT & 20 T).
-HDR is included.
-Knives & Deagles (w/ ammo) only.

:::Description:::
Shinra_Deagle is a CS:S remake of cs_deagle5 from the HL1 CS.
Credits to map design and layout go to the original author.

Counter Strike Source de_temple007

by Noir
I know this map has seen its day, but I couldn't resist. Everyone remembers the Temple from GoldenEye, right?

As my first Source map, I tried to get the overall feeling of the Temple. I know the lighting is kind of lame, and the texturing isn't perfect. But I think I brought CS:S and the Temple together well enough for a GoldenEye fan to appreciate.

There's a bombsite in the middle to keep the action focused, and the whole thing is pretty nostalgic. So give it a try, and let me know what you think.

Team Fortress Classic (HL) Tangent

by MJ
My mars-ish themed CTF map. Map is designed for scout/med concing. Good for clan play. If you were wondering yes I used Natural Selection textures (mars theme remember). Screenshots are fairly big (1280x1024).

Map updated 8/07/06: tweaked and plays better. Please update!

few more screens:
http://gfb.combovideos.com/maps/noname3.jpg
http://gfb.combovideos.com/maps/noname4.jpg
http://gfb.combovideos.com/maps/noname6.jpg

Half-Life 2 Tangent

by daedle
Beta
This level was created as coursework for my Games Engines & Physics module at Staffordshire University as part of my Computer Games Design degree. The brief was to create a level in the source engine (we had created a level in the Unreal engine in the first semester) based around Staffordshire University, beaconside campus.

The level is set several months before the events of Half-Life 2 and the player is briefed via Text messages recieved on their phone from various sources.

"From: Student Union
26/03/09 20:15
The combine have been oppressing the students at this university
for several years now. The vast majority of students couldn't be
bothered to get out of bed to fight the overlords, but now they
have reason. The oppresors have denied the sale of alcohol on
the university premises. The time to fight has come.

Fight your way to the Lounge and Legends bars and turn on all
beer taps."

Note that this level is not 100% complete for public release. While it is completely playable from start to finish, it would be confusing for anyone who doesn't know the Staffordshire campus. A slightly updated version with signs and various bug fixes should be released in a week or so.

And note, this is my first map finished in many, many years.

Half-Life: Deathmatch Station #4

Here is a fast map for 2 players. Pretty high detailed (Look at the walls in the starting place =] ) and quite small. Each person starts in their own little room ,then comes out to fight in a arena thing.
Credits goes towards the maker of "Somewhere Else" for his texures. Enjoy =]

[Please click URL, then download from there. I dont think Freewebs allows hotlinking]

Half-Life 2: Deathmatch Sublevels 2

Beta
A port of BMRF Sublevels to HL2DM. It's going well so far.. Mainly a learning tool, but I'll release it so people can see how horrible my first attempt at Source mapping is :P

-- Screw it; I've started work on a better map that's more suited to Source.

It's called Bloody Ore -- that's all I'll say for now.

Counter Strike Source cs_belfig_assaultv1

Beta
Essentially it's a varient of cs_assault for CS: Source. There are a few differences, but the concept is the same. Lots of large open areas and good sniper spots.

UPDATE 12/8/04
I am almost done with cs_belfig_assaultv1. At this point I am adding the finishing touches. If anyone would like to help me playtest, let me know.

UPDATE 11/9/04
I know that almost a year ago I said I was almost ready to release. But work and school have taken over my life. In the end, this map got bumped way down on my to do list. So what I might end up doing is fix a few things and release as is.