Snarkpit Maps Archive

Opposing Force (HL) OP4 Tau

The first map I made for Opposing Force, set around some kind of research facility.

Opposing Force (HL) Attrition (Op4CTF)

The lay-out is a basic two-fort style map seperated by a deep canyon with a shallow river running through it. The map offers many different routes to the flags which crisscross each other.

Op4CTF Attition consists of three maps:

Attrition: Powerless has no power-ups.

Attrition: Power Struggle has power-ups scatter around the map.

Attrition: Power Mad has a full set of power-ups for each team.

Opposing Force (HL) OP4 Siberia

Based around another map I made for the Immediate Action mod, this level is set around a nuclear storage facility deep in the Siberian wastelands.

Opposing Force (HL) Two Worlds (Op4CTF)

The basic premiss of the map is that the waring groups must fight across a Xen no-mans land, while having their respective based on Earth. Also, I wanted a map that allows players to stock up on ammunition before going back to the fight instead of running around for two minutes trying to gather weapons. I enjoy the "story telling" aspect of the original Gearbox maps and wanted to continue on that theme because I feel that it adds greatly to the overall experience.

This is my third map to be released. This map maxes out just about every limit the HL engine has. I could not add any more brush based entities (no more glass or grating or "trimmings"), I have reached the MAX_CLIP barrier (no more floor space can be added), I am extremely close to the MAX_PLANES limitation of Zoners HL tools (no more complex world brushes), and Im am very close to the MAX_TEXTURES limit of Zoners (3.28 of 4 megs). What does this mean? The Xen area was meant to be twice as large and there were going to be many more warp destinations, but the limitations forbid it from being. I had no way to Beta test this map with a large crowd, so take it as is. I plan on making a sequal to this map which is only on Earth. That will allow me to make more areas to hide in and lots of passages, in addition to being able to warp back and forth with many more destinations.

Opposing Force (HL) Jaw Operation (OP4DM)

by keved
INTRODUCTION:

Title : Jaw Operation
Type : Opposing Forces deathmatch level
Date : 2nd February 2000
Filename : keved_hl1_op01.bsp
Filesize : 1.1mb

CREDITS TO:

1) Valve/Sierra.
2) Gearbox
3) The Zoner compiling tools version 1.41.

INSTALLATION:

All files into ..\half-life\gearbox\maps\

PLAYERS:

4-8 players.

Opposing Force (HL) Bone Operation (OP4DM)

by keved
INTRODUCTION:

Title : Bone Operation
Type : Opposing Forces deathmatch level
Date : 4th February 2000
Filename : keved_hl1_op02.bsp
Filesize : 1.2mb

CREDITS TO:

1) Valve/Sierra.
2) Gearbox.
3) The Zoner compiling tools version 1.41.

INSTALLATION:

All files into ..\half-life\gearbox\maps\

PLAYERS:

4-8 players.

Opposing Force (HL) Eliminator Jr (OP4DM)

by keved
INTRODUCTION:

Title : Eliminator OP4
Type : Opposing Forces deathmatch level
Date : 4th March 2000
Filename : keved_hl1_op03.bsp
Filesize : 3.4mb

CREDITS TO:

1) Valve/Sierra.
2) Gearbox.
3) The Zoner compiling tools version 1.41.

INSTALLATION:

All files into ..\half-life\gearbox\maps\

PLAYERS:

6-18 players.

Opposing Force (HL) Burning Hate (OP4DM)

by keved
INTRODUCTION:

Title : Burning Hate
Type : Opposing Forces deathmatch level
Date : 27th October 2000
Filename : keved_hl1_op04.bsp
Filesize : 1.8mb

CREDITS TO:

1) Valve/Sierra.
2) Gearbox.
3) The Zoner compiling tools verson 2.4

INSTALLATION:

All files into ..\half-life\gearbox\maps\

PLAYERS:

4-8 players.

FEATURES:

Every 60 seconds, the mainframe computer (located in the centre of the map, on the lowest tier) can be activated to call in 8 random airstrikes that hit somewhere in the exterior sections. The activating player earns 1 frag. From when the mainframe is activated, jetfighters immediately fly over & drop their payload, so as soon as you hear them fly over, you have just a few seconds to duck quickly under cover. Even if you don't make it into a building in time, chances are you won't be hit anyway as they only affect around 10% of the map each strike. So what's the point? I wanted more of a continual panic effect, with very frequent airstrikes that do not give a "blanket-coverage" as in maps like Crossfire. People will often keep on duelling regardless in BH, and won't have a "well, that's the airstrike over for another 5 minutes, let's resume fighting" syndrome. If you're unlucky and an airstrike hits ground near to you, no matter how much armour you happen to be wearing, you won't survive the blast.

Opposing Force (HL) Scorched (OP4DM)

by keved
INTRODUCTION:

Title : Scorched
Type : Opposing Forces deathmatch level
Date : 18th March 2001
Filename : keved_hl1_op06.bsp
Filesize : 4.1mb

CREDITS TO:

1) Valve/Sierra.
2) Gearbox
2) The Zoner compiling tools verson 2.5
3) 'The Mighty Pete' for the skybox. Used with permission. Website; http://www.geocities.com/petes-oasis/
4) '[DRS]Yak_Fighter' for creating the two APC vehicles (controllable guns added by myself.) Created especially for this map & used with permission. Email; yak_fighter11@hotmail.com, website; http://yak_fighter.tripod.com/yfrf/yfrf.html
5) Valve & Planet Half-Life, for awarding the Valve deathmatch version of Scorched as runner-up in the Valve/PlanetHalf-Life map making contest. The winning level (by Wolf) was included in an official Half-Life patch. For more info, visit www.planethalflife.com/contest/mapcontest/winner.shtm

INSTALLATION:

All 'Utopiaatoll' files into ..\half-life\gearbox\gfx\env\

All other files into ..\half-life\gearbox\maps\

PLAYERS:

4-16 players.

FEATURES:

Displacer & spore-launcher intentionally omitted - the weapons present fit in with the "realistic" visual theme (Sniper rifle, M249, Eagle, hand grenades, etc.)

The keved_hl1_op06.res file is for server operators only (to enable the custom skybox to be downloaded along with the .bsp map file itself.)

Opposing Force (HL) Red Giant (OP4CTF)

by keved
INTRODUCTION:

Title : Red Giant
Type : Opposing Forces capture the flag level
Date : 16th June 2001
Filename : op4ctf_redgiant.bsp
Filesize : 2.7mb

CREDITS TO:

1) Valve/Sierra.
2) Gearbox
3) The Zoner compiling tools verson 2.5.3
4) A few custom textures used without permission from Quake 3 Arena, Unreal Tournament, & Kingpin. Apologies for ripping. Make sure you buy all 3 games if you haven't already done so!

INSTALLATION:

All files into ..half-lifegearboxmaps

PLAYERS:

8-16 players.

FEATURES:

You cannot use the lifts in the opposing team flag room, only those lifts in your own flag room. In other words, once an attacker has collected the opposing team flag, he has to go the long route via the staircase. The defenders, on the other hand, have the advantage of using either of the two lifts located inside their flag room as a shortcut.

Opposing Force (HL) Ceasefire (OP4CTF)

by keved
INTRODUCTION:

Title : Ceasefire
Type : Opposing Forces capture the flag level
Date : 13th September 2001
Filename : op4ctf_ceasefire.bsp
Filesize : 2.9mb

CREDITS TO:

1) Valve/Sierra.
2) Gearbox
3) The Zoner compiling tools verson 2.5.3
4) Layout largely based upon the golden-oldie TFC level Openfire, author unknown.

INSTALLATION:

All files into ..half-lifegearboxmaps

PLAYERS:

8-16 players.

FEATURES:

Red & blue coloured lights are placed around the level at key locations (spawn rooms, no-mans-land between the bases, etc.) These provide visual feedback on the current state (on/off) of the red & blue laser security.

The area behind each set of laser security beams (where each flag resides) does not kill attacking players should they remain there when the lasers re-activate. This enables the player to throw the enemy flag through the lasers to a team-mate and adds an extra tactical option for attackers, negating the need to turn "off" the laser security until the defending team wise-up and kill the guy stuck behind the lasers.

The two sets of lasers kill all players. When bringing the enemy flag back to your base, use the door beside your flag to gain access to your base in order to capture the enemy flag.

Flags return after 30 seconds if dropped.

Opposing Force (HL) Assault on Pelham 123 (OP4DM)

by keved
INTRODUCTION:

Title : Assault on Pelham 123
Type : Opposing Forces deathmatch level
Date : 19th May 2001
Filename : keved_hl1_op07.bsp
Filesize : 5.75mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools verson 2.5
3) A few custom textures used without permission from Quake 3 Arena, Unreal Tournament, & Kingpin. Apologies for ripping. Make sure you buy all 3 games if you haven't already done so!
4) Textures credit: the creators of the official texture wads included in Counter-Strike.
5) Textures credit: a few from each of the awesome PC games Swat3, Deus Ex, and Kingpin. Buy them if you haven't already done so. Please refrain from playing this map until you have.
6) Textures credit: the 'megawad' textures, compiled by Cremator.
7) Steve "Salamander" MacCullum for the police cars & textures. Used with permission. Email; steve-mc@home.net
8) An unknown author for the burnt out cars (which I altered to suit, and added the fires.)

INSTALLATION:

All files into ..half-lifegearboxmaps

PLAYERS:

8-32 players.

FEATURES:
  • Two sets of "maintenance doors" are locked by padlocks. Shoot the padlocks to open the doors.
  • Security camera systems & monitors are located in two areas, one cluster of monitors giving access to the exterior camera system, the other cluster to the interior cameras.