Snarkpit Maps Archive

Half-Life: Deathmatch Obsolete

by ReNo
My first completed map, and I was pretty proud of it for a first effort too. It is essentially themeless - just a small DM arena suitable for 2-4 people.

Half-Life: Deathmatch Forsaken

by ReNo
This project began showing a lot of promise, and I was really inspired with it. Unfortunately due to a poorly designed layout, r_speeds became unmanageable. I essentially scrapped the level and took some time out of mapping, and eventually I decided to return to it and get it fixed up. A huge restructure ensued, and it was very beneficial to not only the r_speeds but also the playability. And so it was that my sixth release turned out far smaller than my original design, and is suited for 4-8 players. A CTF version is included in the AG modification, available here... http://www.planethalflife.com/agmod

Half-Life: Deathmatch Elixir

by ReNo
Elixir was my second release, and quite a large step up in quality from Obsolete. At the time I released it I genuinely thought it was basically the best DM map available, and while I now see the error of my arrogant ways I still reckon its a pretty fine map. Best suited for 4-8 players.

Half-Life: Deathmatch Echo

by ReNo
My fifth release was a diversion level to take my mind off the increasingly frustrating project "Forsaken", Echo was a 3 day project. As most of my levels took place outside I decided to have a crack at one that took place entirely indoors, and it came out a complete success. This is certainly one of my favorite creations, and it plays really well with 3-6 players. A CTF version is included in the AG modification, available here... http://www.planethalflife.com/agmod

Half-Life: Deathmatch CM Arena

by ReNo
My fourth level was quite possibly the largest project I've undertaken, and one the of longest to complete. I spent months on and off on this level, and I think in the end it was worth it. The map is dedicated to my ex-HLDM clan "Colonial Marines", who broke up just before the release of the level, and features easter eggs for each and every member of the clan. Ideal player load of about 8 people.

Half-Life 2 Follow Her Under (working title)

Beta
This is my first single player map/mod for HL2. It's intended to be an episodic story arc.

You are following the trail of your abducted girlfriend. Your journey takes you into a walled part of a city, ruled by a rogue (combine?) commander.

Part 1 map 1 has been fleshed out, ready for feedback.

Other working title:Hearts of Darkness.

[Edit] Snark download link should work now...!

Counter Strike de_sacrelige

de_sacrelige is already the most popular map I've made. It was featured on the front page of CS-Nation when released, as well as a few other prominent CS sites.

Like most of my maps, this has a lot of vertical gameplay along with horizontal (so you are looking up and down as much as left and right).

While there is only one actual bombsite, it is situated at the top of an ancient temple such that it can be planted on the roof or the floor right below.

While small, the layout is complex enough to give the Terrorists many routes to the bombsite.

Day of Defeat Source dods_neuUlm

Beta
small village on the outskirts of Neu Ulm, trying to capture the feel of it....coming along slowly, as i find myself growing tired of old ideas etc....but it will be finished....**crosses heart

Half-Life: Deathmatch Big Drop 2

Beta
An unofficial sequel to the original Big Drop, the idea for this map was spawned by a friend who saw Big Drop and started commenting on how he wished the map had this or that feature.

Like the original Big Drop, the premise is simple -- start at the top and fight during freefall. That's where the similarities end. Big Drop 2 has game_player_equips so cheating is not needed, a few rudimentary effects, and most importantly, teleporters at the bottom that send the players back up to the top, in effect creating infinite freefall.

Half-Life 2: Other... Black Mesa: Inbound - Chapter 1

Beta
This is one of my other chapters for Black Mesa - The introductory tram ride. I figured I'd make up a profile for it 'cause there's one for Surface Tension too.

There's some development timeline shots here, some of which are from Kalashnikov's previous attempt at the chapter before I took it over:

http://images.rabid-monkey.com/bms_public

Your thoughts? I've already made some changes and added a few new rooms to Level I (which is shown) and orangemapped Level II, but I still'd appreciate your insight.

Half-Life: Deathmatch Necropolis: Mausoleum

In a remote region of the Tibetan plateau, nestled amongst the mountains of the Kailash Range, lies an ancient necropolis whose very existence raises questions which shake the foundations of our knowledge of early civilisations. Although only small, this pyramid shows undeniable aspects of both Egyptian and Incan influence. Details are still sketchy, however, for both teams sent to investigate seem to have disappeared without a trace.

The original design concept for this level was somewhat larger; ultimately it began to push at the limits of Half-Life's game engine, and its playability began to suffer as a result of its size, so I made the decision to split it into two. Soon thereafter, "two" became "three".

Necropolis: Mausoleum is the first to be released; the others should follow "soon".

Warning/apology: As with my previous levels, I got a little carried away with the scope of Mausoleum and built a level which perhaps isn't well suited to the HL engine. In particular, r_speeds are quite high (approaching 3000 in some areas.) Consequently this level is a bit of a hog, and it won't play properly under HL's software display driver. It runs fine on a 2GHz Celeron with OpenGL. You have been warned!

Team Fortress Classic (HL) The Ruins

An assault map with a twist: The flag takes 3 minutes to return forcing the Defenders to guard the flag rather than the (single) Command Point.

New in this version: A Flag Tracker that displays the current flag location for the Attackers. Should make it easier to plan attacks on not-so-communicative teams. Also a couple of changes to give the Attackers a better chance and to improve the overall look and feel.