Snarkpit Maps Archive

Counter Strike CS_Tram

Beta
This Is one of my finer maps This also is going to be my first public map aswell so i hope i live upto expectations.

This map was based on the idea of two trains running through the middle and the cts having to rescue the hostages while avoiding oncoming trains. This map started out as utter crap but now it has grown. Im shooting for good detail and good gameplay.

While making this map i abandoned it once but then decided to continue. The updates i have done make it a much better map imo

Half-Life 2: Deathmatch dm_vapour_v2

This is my second Half-Life 2 Deathmatch Map.

It is in an underground base that used to be under control by the rebels until the combine came...
There are two outside areas and a large multi-level underground base complete with tunnels, elevators, and more!

V2 Changes:
-Made all doors stay open for infinite time
-Made elevators faster
-Made forcefeild and gaschamber buttons be able to be used more
-Moved force feild button to the lower level
-Made text notices appear for when the force feild enables/disables
-Moved the majority of the combine spawns to the lower level (only a few are still outside)

Half-Life 2: Deathmatch dm_tinside

This is the first map I have released for years, and my first HL2DM map. Loosely based on TInside Lido, in Plymouth, Devon, England.
It can be found in the map cycles of the following servers
http://www.thesanctuaryuk.co.uk/sanctuaryuk.htm
http://www.superhebbe.com/

Fortress Forever flagtrap

Beta
Current Version: Alpha 1.0

This map is based loosely off of the first level in Descent II. Fans of the game should recognize it immediately. Game improvement techniques include elimination of offense - offense contact through map design, defensive AND offensive switches, 2 alternate routes with one detonatable per side and a very unique flag room.

Updates:
  • 03/14/06
    Progress is coming quite nicely, and I am learning a lot about Hammer in the process. I have decided to use Defrag's original design for Bases as my theme-style. I finished the rough layout, and have now begun to texture and create architecture for my map. Being a perfectionist, this is taking quite a while, and I don't expect to have the map out any time soon. Hopefully, it will be worth the wait.

    I suppose now is a good time to go into detail on what exactly this map's gameplay will consist of. I am describing this map as a "Double Shutdown" variant of CTF. By "Double Shutdown," I am referring to the fact that in each base there is both an offensive and defensive switch. The flagroom consists of a small area accessable through two long corridors, as well as one tunnel that runs beneath the flag room, connected by a ladder. Normally, the corridors are inaccessable due to locked barriers blocking both teams from entering them. The tunnel is the only way to get the flag, unless the offense hits the offensive switch. When the switch is hit, the barriers open, allowing the offense much easier (and quicker) access to the flag room, via the corridors. However, at this point, the tunnel's ladder access is in turn blocked off, rendering the corridors the only means of access.

    The defense also has a switch that can only be activated once the offensive switch has been hit. This switch does two things; it closes the front entrance and lasers activate where the barriers once were. These lasers are lethal to both teams, so if the flag carrier is still in the flagroom or corridors when the defense hits the switch, he is effectively trapped in there and must toss the flag out to a teammate on the other side of the laser. If the defense manages to kill the flag carrier before he can get the flag out of the corridors, then the offense is back to square one and must wait for the switches to be reset, as there is no way to get back into the corridor until the lasers turn off (which are timed to deactivate after 31 seconds, while the doors close after 30 seconds).

    In addition to the front door entrance (which is closed during the defensive shutdown), there is a water entrance and a detonatable entrance. Both entrances will meet under water near the mid-map area. As for the midmap, I am designing it to discourage offense-vs.-offense, by creating a slope on either side of the midmap that ends in a high cliff, so that without a conc, one must use one side of the midmap only for getting to the enemy base or vice-versa.

    Each base will have two sniper nests which are being designed to provide a real use for defenses as opposed to providing simple sniper-vs.-sniper wars. I am still in the planning stages in regards to how the sniper decks will also integrate into the bases' innards, but for now I have the map layed out so that neither bases' sniper decks can see the other's decks at all. Snipers will be free instead to focus entirely on eliminating offensive units, as they were designed.

    There will be two 2fort-style respawn rooms in each base, on opposite sides of the base, and the map will be medium-sized, perfect for 5-vs.-5 up to 7-vs.7 league play.

    I will post some screenshots once I have implemented some lighting (fullbright is ugly), so expect a few in 3 weeks or so.
  • 03/09/06
    It's been a while since my initial update, but I have made some progress. After drafting out the entire map on paper I began creating it in Hammer. Unfortunately, after I had finished the rough layout of one of the bases, I realized that my scale was way too small, and the fort looked like a children's playhouse! I lost a lot of my steam after that, but recently came back and rescaled the entire thing to make it the correct size. Right now the base is all in dev textures and very boxy because I am more concerned with the core layout at this point than the fancy look of the map. Once I am completely satisfied with the size and flow of the base, I will begin creating more complex architecture, and then texturing it. I plan on replacing many of the textures when the Fortress Forever Mapper's Kit comes out however.
  • 11/25/05
    I came up with the idea for this map while being bored out of my mind in POL 051 last week. Descent has always been one of my favorite series, and what made it so special was its great map design. In my opinion, the first level in Descent II lends itself perfectly as a starting point for a really cool map. While my map will have changes and will not be exactly like the original, it will have a distinct similarity that any fan should immediately see. I am currently sketching out the map in my journal, and want to get a really good idea of where to go before I start. More updates to follow.

Counter Strike Source de_dam_facility

by cdxx
Counter-Terrorists: Intelligence officals have received plans that a vigilante terrorist group will be attacking this major dam facility. Eliminate any threats & secure the area.

Terrorists: Our cell leader has ordered us to bomb this dam's major power producing areas. Today is a major holiday so facility staff should be light. Kill the guard at the entrance and drive the truck through the barrier. Destroy the Generators or the power lines leaving the facility.

Other Notes: There are 2 bomb targets in the mission.

Half-Life 2: Other... SPACE GRAV BALL

Beta
The map is a tactical teamplay ball game with lots of ramps and halfpipes to have fun with the ball.

Half-Life: Deathmatch Toxicity

Beta
Set primarily in a toxic waste processing facility, Toxicity has two areas: Earth and Xen. The Xen area is a lab-type region, with wierd laser things (O.o) and human equipment to show man's probing of Xen technology. The earth-side facility has likewise been invaded by Xen.

I need to get ahold of a HORRIBLE computer to test-run this map on before I release it, so don't expect a download link soon. Plus I'm still tweaking it.

It runs just fine on my P4 2ghz Celeron and the 1ghz AMD in the dining room, but I'd like something slower to put this map to the ultimate test.

UPDATE: I didn't think this would be the case but compile methods greatly influenced WPolys. They're down for the most part below 1000; same with EPolys

UPDATE 2/25/06: New screenshots!

UPDATE 2/26/06: Resurrected the Incinerator room!

UPDATE 3/7/06: MASSIVE changes -- new room (liquid waste incinerator, situated underneath barrel incinerator. houses Gauss) -- Texture lighting implemented as opposed to those pesky point entities -- All traces of Xen deleted as they didn't show much usefulness -- Crates added

UPDATE 3/11/06: Redesigned outdoor area -- moved Gauss into maintenance duct in secondary incinerator room -- implemented new textures, including Doom's "nukage" to replace the neon-green ooze Valve supplied

Team Fortress Classic (HL) Toxicity

by SpiKeRs
Set in a town at dusk, with a river running through it. 3 capture points, control them as long as possible for more points.

Half-Life: Deathmatch Vanguard

by ReNo
Snarkpit 2003 "Concept art" mapping contest entry.

Please note that this is only a showpiece map - there are no weapons or items, and it is mostly just deadends. The water looks rubbish and the map runs like crap, but what can I say, the deadline loomed and compiles took months :D

Half-Life: Deathmatch Torrent

by ReNo
Snarkpit 2002 "Contrasting themes" mapping contest entry.

After the pleasurable experience of making Outland for the CTF mode of the AG mod, I was really in the mood to try my hand at it again. And so Torrent began as a small CTF map for 4 to 6 players. Soon after though, the snarkpit announced a mapping contest, and I saw potential in Torrent to be suited to the theme. After some adjustments and additions it was ready, and ended up going on to come first in the judged contest and second in the voted one...bagging me a copy of Splinter Cell for my xbox ;) It is a small map, suitable for 2 to 4 players.

Half-Life: Deathmatch Seneca

by ReNo
Star map!
After a while away from mapping I decided to go back to it and shove something together. My initial idea was to craft a high detail neo-gothic church, but r_speed constraints kicked in and I simply couldn't afford to put in any walls! So I was left with a floating space church arena, which I must admit I'm very happy with. R_speeds are insanely high due to the open layout and high detail, but despite this it seems to run smooth on most computers anyway, most likely due to the use of under 10 textures! It is best with under 4 players.

Half-Life: Deathmatch Rebellion

by ReNo
My third map release, this was just a little arena I knocked up in a few hours when I couldn't be bothered working on the main project I was working on at the time - "CM Arena". At the time I was very pleased with having made the level so quickly, but looking at it now I'm suprised it took me as long as it did! Its only really suitable for 1 on 1s.