Snarkpit Maps Archive

Half-Life 2: Deathmatch dm_vulnerable_f1

Old map, no comments necessary unless you want to; I just wanted to get the links centralized here on Pit.

Changes from final;
  • fixed the teleport bug
  • removed some junk and powerups
  • added some square footage at stair bottoms

Half-Life 2: Deathmatch dm_derelict_final

by Jacfu
This is my first release. A medium sized free for all HL2 deathmatch level where you have to keep on moving to stay alive. I play a lot of hl2 deathmatch and I guess the main inspiration for this map are the maps I like to play, in particular dm_torque, dm_swamplight, dm_resistance, dm_overwatch: there's something about those maps that make them extra fun to play over and over again. Longevity is the ultimate affirmation of a succesfull map.

Half-Life 2: Deathmatch dm_repeater

by spacer
My entry for Mapcore's restraining contest entry. The map had to be contained within a 1024*1024*1024 area. It's set in some sort of water processing plant, and is my first finished HL2 map :D. Whilst capable of 4 players, I suggest duals only, really.

Half-Life 2: Deathmatch dm_lostPlatform

by mabufo
This map is OBVIOUSLY based off of the first single player level. This was intentional. I enjoyed playing it in single player, so I made a deathmatch equivalent. This map is 100% original work, aside from valve's stock content. The brushwork is 100% original. This was not ripped from the SDK. If you think it was, then you are a fool.

I've been waiting to release this damned thing for a long time. I'm happy with the end result. Have fun, enjoy it.

Half-Life 2: Deathmatch dm_weaver

by ReNo
Star map!
A small, symmetrical level that makes absolutely no sense in terms of theme! Think of it as a strange (and under-equipped) atrium between two factories, that is rather unfortunately built over an open sewer. The level was built for Mapcore's 1024 unit contest, in which all of the entries had to have their playable area confined to within a 1024 unit cube. Obviously there are areas of this map that extend beyond that, but they are clipped off to prevent player access. Sacrifices were made to the initial plans in order to get it done for the deadline, and while there are plenty of things about the level I'm not completely satisfied with, overall I think it turned out ok given the fairly short development time and small area restriction.

Half-Life 2: Deathmatch dm_tech

This is a map that i have been working on for the past three weeks.
Its a small sci-fi 1 on 1 map for HL2:DM.
Its made mostly for portfolio purposes, but plays quite well.
Textures are made by PhilipK.

I regret that I did'nt post it any sooner since I got some good feedback that I could have fixed if I did.
Lesson learned, thanks for all the feedback.

I have only made some small fixes since the beta.
A spawn issue with the shotgun aswell as some texture alignment and sharper shadows.

Below is a bunch of full-size images:
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/dm_tech0007.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/dm_tech0008.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/dm_tech0009.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/dm_tech0010.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70037.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70039.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70043.jpg

Half-Life 2: Deathmatch AbandonedTS6

by sgtfly
Beta
This map is my first attempt. I know it's not the best but I'm having fun making it. It is an abandoned Truckstop which I hope you enjoy. Please give me any feedback on it which I can use to improve it before it's released.
Click on the link below, then click on Myhalflife2maps to DL.

Half-Life 2: Deathmatch wip_dm

by fishy
Beta
i had a think about where i got the idea to build this map, but there really isn't any answer. it sort of came from nowhere when i wasn't paying attention. now that i've put a little bit of effort into it, i'd like to finish it.
the map started when i made world brush arch for a different map (which has fallen by the wayside now) and joined a few copies of it together. i thought it looked promising, so i put a building face around it. i liked it, so added a few more touches, eventually replacing the world brush arch that started the map off with a more detailed model version.
there's still a long way to go, and i've not really got a firm grip on exactly what direction to take it, but i've enough ideas to keep me going for a while yet.

Half-Life 2: Deathmatch dm_riverstation

Beta
For map information, please go to thread!

?#Combine X#?

Half-Life 2: Deathmatch dm_suspended

Beta
I've been working for a month in the conversion of my HLDM map "suspended" which you can find here >> http://twhl.co.za/mapvault_map.php?id=4102
Given the original map, this one doesn't have any specific theme.

This HL2DM version benefits from the usual source engine improvements: better lighting, custom materials, 3D skybox, props and other detail.
After tweaking spawn placement and removing HDR, the map is finally available for download. This is hopefully the final version.

If anyone is interested in testing, please let me know! I actually want this map to play well :)

Half-Life 2: Deathmatch dm_3006

Star map!
Beta1 is out!

Changes in this version:
  • many, many minor fixes
  • removed the corridor that leads to the ladder (it's now outside)
  • finally did the proper texturing
  • refined brushwork at places
  • changed a few stairs and catwalks
  • added a few more connections
  • opened up the mall/underground area
  • tuned the RPG trap
  • added: numerous light fixtures - and lights!
  • added: physics props for better gravegun fights
The map is set in the slums and abandoned industrial areas of a kilometer-high, futuristic city. Corrugated sheet iron and concrete. Some parts stand underwater. Sunlight falls in small chasms but mostly stays a glow in the distance. HDR, mmmm.

Half-Life 2: Deathmatch dm_vertico

by satchmo
Three years after the Combines lost their iron grip over the domination of the human race, an abandoned missile silo that was active during the Seven-Hour War becomes a hot spot for the Uprising.

The Rebels struggle to wrest its control from the Combines, due to the strategic generators. The Combines are staging a steadfast defense, unwilling to relinquish this valuable resource to the Rebel Forces.

dm_vertico is a medium-sized map emphasizing the importance of vertical combat. Its size is best suitable for 4-8 players, but it can accommodate up to sixteen.

Currently playtested at the GamingParents.org HL2DM server: 209.247.83.150:27015