Snarkpit Maps Archive

Counter Strike Source de_coldsteel_alpha2

Beta
This is a military base that has been hijacked by terrorists. When they locked every main entrance, the CTs have to bust their way in through a wall in the escape caves built into the complex. The Terrorists have two choices, bomb the Silo room or launch the nuclear warhead in the missile room. (NOTE: The missile launch has not been implemented yet, for now it is a bomb site.)

Download will be available when the beta comes around.

Day of Defeat Source dod__sodwik

by Hawk
Beta
i have mapped the place where i live but in a 40's style
not much to say. The houses are nice but the displacements are pretty noobish so far. I
will change them if it doesnt cause too much lag.

Half-Life: Deathmatch dt_Brainf**k

Brainf**k was named for its pain-in-the-ass time-consuming aspect. In making this map, my brain was constantly being bombarded with frustration, plus, it WAS supposed to be trippy at one point. This was a sort of experimental type map that never really was completed. The final product however is more stable / less psychadelic version of the original. It is basically a big silo with rotating walls, rotatign rooms, and hard music. There is some trippy effects, but I took a couple of the original out and figured they would be implemented better in later SP and DMs I plan to design. This is still a fun addition to the DM community though, although its design isn't maybe up the the regular professional kuality. It is an abandoned project, yet still playable with very few bugs. you normally shouldn't put a 3 meg sound file into a map that is otherwise 512 KB, but then again, I kinda don't give a f**k.

Half-Life: Deathmatch DMBASE1

A friend of mine who's relatively new to HL mapping sent me his map to tweak, and I got a little carried away. It's barely recognizable now :P I've decided to release the map for the public to view.

Originally it was just the first screenshot and a few underground tunnels. I've more than tripled the size of the map.

Half-Life: Deathmatch BMRF Sublevels

Set in the unstable lower caverns of the Black Mesa Research Facility, the Sublevels were critical to maintaining the rest of the facility, until the Incident occurred. All exits were sealed off by frantic workers, who soon realized their serious mistake -- they were trapped. With low food and few supplies the occupants began to fight with eachother...

There is more than meets the eye in this map...

*Tested primarily on an Intel 2ghz Celeron, 256 RAM (actually 512 but one of the sticks was knocked loose somehow) with an nVidia GeForce 4 MX.

**UPDATE
Being rather new to DM mapping I never paid much attention to R_Speeds, WPolys and EPolys.. However, I ran Sublevels with r_speeds 1 and noticed WPolys were in the 1000s so I deleted the neat little dusty light beam effect around the lights, which significantly dropped WPolys.

Half-Life: Deathmatch Shezumfixa

by ct44
Medium 8-14 player map set in and around a underground Temple, spaceius Cliffy area outside and closed cramped corridors inside. secret hidding spots, excluded the tau cannon and egon gun.
Fixd all bugs
1. need to make it more conective
2. needs more light
3. forgot to put invisble barrier around the map
4. needs ramps
Note, when in the temple area , you dont need to jump to get out of water just walk into the ledge and u hop up.

Sven Co-op (HL) Abandoned

by Nih
Beta
An escort V.I.P. map for SvenCo-op 3.5. The map is pretty much done, and at the moment I just need to add entities. The players must protect the V.I.P. and escape, and they have multiple objectives that must be carried out on the way. I put a lot of thought into the gameplay of this map. Most areas have 2 or more points in which they can be entered, which makes for some better tactical gameplay, and I also made sure that there's a lot of "vertical combat". The map is huge, and at one point I crossed the max clipnodes limit and had to cut some of the map. The map goes all the way from the western side of the grid to the east, so you may actually be standing right near the edge of the map grid when you play this :)

Half-Life 2: Deathmatch 2mp_battlefield_c17

Beta
This my first map of obj map
the word m2p mean
1 map 2 playstyles
PLEASE give comment after playing, no whether it's good or bad
and I promise i'll make my best

To activate dm mode, just switch your HL2DM game mode to
Deathmatch
then the dm mode will automatly activate

To activate obj mode, just switch your HL2DM game mode to
TeamDeathmatch
then the obj mode will automatly activate.

Try searching around the map, new weapon, new vehicle you will
discivered. And player must first read the instruction web page to play this map well.

ps: better try obj mode, for dm mode it still some buggy
but you can be more familar with the map in dm mode, because
access are free in dm mode!

Half-Life: Deathmatch Tropical_Base

by diablo
This map is old and dead. Can't even find it!

Half-Life 2: Deathmatch dm_waterwerx_final

by Juim
Just a new map for me to learn about source engine and its entity structures. Alittle bit of everything will go into this, but it should be playable, and entertaining as well.

Day of Defeat Source dod_dijon

by Furyo
This map is my first map ever, based on the actual layout of the French city of Dijon, preserved unscathed through WWII. It's a CTF map ideally designed for 16-20 people.

Half-Life 2: Deathmatch dm_sdk_outside2006

Hey all I was inspired by one of the sourcesdk_content files that came with hammer called sdk_background so I played around with the landscape and this is what I came up with . Don't judge the screens just download it and try it for your self . Again I hope you guys play this one