Snarkpit Maps Archive

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.

Half-Life: Deathmatch dm_control

This map is based upon 'Control' for Goldeneye64

Well, this is my competition entry for "HLDM Server Map"
It was in development for 3 days before the competition started as a little test map, but after i saw the DM potential of the main arena, i knew i had to enter it. So, a month of work later here i am, and here it is.
Maybe lacking some intricit detail due to lack of time, but no bugs as far as i am aware.

Look out for the 2 secret areas -

1) is a snark cave, specially made for Pepper (who i am now in debt to for making the models for HL:HS)

2) is the uber secret gauss room.
Comments much appreciated.

Half-Life: Deathmatch dm_stranded

This map won second prize in the TWHL deathmatch map competition

If you are planning on downloading any of my maps, please let me suggest this one...
With a constant criticizing eye watching over me making this map, bugs and errors were quickly flattened out.


The setting is on board a Ship which is dead in space.

The map is very big, but as far as i can tell, its not too laggy. Almost all of the textures are by me. All of the custom ones are, but i used a few official ones for trims, etc.
The map is very interactive with a range of buttons to press, each bringing an idea from an official valve map into a futuristic setting.

For example a button that turns off a force field releasing snarks :)

I spent absolutely AGES on the entity work, and i would REALLY like to know if it paid off... I beleive there are over 11 multi managers, and many times that number in entities...

I guess i'll just finish with something meaningful.

"What I'm trying to say is that something about your map came through the bad techniques. Some semblance of the Idea you had for this map came through nicely.

Now that you know a lot more about mapping, you should redo this sucker, proper-like."

-rowleybob, on a comment for de_spaceship3... my first map...

Well, you can picture this as the idea without the bad mapping techniques.. I have always wanted a spaceship themed map, and now i have made one which i am truley happy with.

---Shuttlecraft from V used with MuzzleFlash's permission---

Counter Strike Source de_defile

by Noir
This is a small defusion map set in a sewer. I wanted to make a map with quick action and a sense of claustrophobia. There are gloomy areas and industrial areas, and some piping. This is my second real Source map, so I was trying to master indoor areas.

There are two bomb sites and three mixers, with good flow and variation in combat distance. If you see any bugs, feel free to let me know. Thanks and have fun.

Half-Life 2: Deathmatch dm_chambers_alpha

Beta
Well i got this idea a while back when i was still making maps for half life deathmatch and so i decided that with better graphics it could be cool........it's called chambes cause there are glass chambers filling it....its not really very big but its got enough cover and other stuff.....my friends tested it for me..ahahhaha...they were actually having a lot of fun and ive never actually seen anyone have that much fun..recommended is about 6 players.....i got a bit of help of ideas like 2 from my one friend ocram...so please try it enjoy it and tell me what you think thanks hey..

Half-Life: Deathmatch Feculence

This is, I think, my best DM map to date. It is a nuclear waste processing facility located on a mountaintop. I have paid particular attention to layout, and keeping my R's down while deliver excellent visuals and a dynamic environment.
Weapons are fairly heavy, but all of the "big ones" are either difficult to obtain or hidden. I would suggest a player load of around 4-6 people.

r_speeds average around 800-900, but have a few peaks around 1100. Know issues include:
A weird star-like thing at the center of the main waste pool. Some instability due to maxing out on edicts if all of the env_shooters go off at once. I will need to reduce their number for the final release.

Half-Life: Deathmatch Cratesis

If crates are the spawn of Satin, welcome to hell. Before you is the one of the many crate factories which labor night and day to bring these insipid cubs of evil to CS and HLDM maps everywhere. From molten metal to six sided polygons, I aim to meet the needs of all creatively blocked mappers in the world!! cue evil laughter

A medium HLDM map with three main areas planned including the crate production area, crate storage area cringe, and the hydroelectric dam which powers the plant. r_speds are rather high in places, but meh... I was really more concerned with visuals than gameplay to the maps detriment.

Half-Life: Deathmatch nuclear_research

My first release: A moderatly sized HLDM level set in a small research complex. it has some great lighting, and affects, but I didn't think out the layout very carefully.

(4-8 players)
send comments to:
Obadiah@pacificu.edu

Day Of Defeat (HL) DoD_Dessau_a

This is the first installment of a medium sized project. I'm going to make each main area of the map playable and polished in it's own right before joining them together. I hope this will both help produce a well constructed organized map, and keep up my interest in the project.

This first installment is a fully playable map which would probably be best with 4-6 players. There is only one flag, but it takes 45 seconds to capture, so a premium is placed on controlling the area for some significant period.

R_speeds peak at 1200, which I am going to try to lower, but I think I will have to sacrifice some detail because I don't think any of it is due to overdraw.