Snarkpit Maps Archive

Half-Life 2: Deathmatch dm_Stonehouse

by RiZLA
Beta
This map is based on where I live. My House and surrounding area.

The Main Building is 4 levels & an attic. Since each floor is (almost) identical, I spent a lot of time perfecting just one floor before I duplicate/alternate to make the rest of the building.

Particular attention has been made to the way things look, move & break. I'd like to post the map for some input at this point, but Snarkpit doesnt allow "test" maps.

The 1st 3 Old shots below are Concept Planning (Simple blocking in Maya)

Other 2 Old shots are in game while I was working with the one floor.

I'm working on this map daily. squashed almost every bug. Thankfully I have a bunch of friends who are more than willing to help me brute test each update.

IMAGES UPDATED! (30/01/06)
All are between 20-30k in size with no real loss in quality.
IMAGES UPDATED, Again! (31/01/06)
Changed all 5 images to show latest progress. Old Images saved below.

Old shots
  • hxxp://img72.imageshack.us/img72/2532/dmstonehouseplan10hj.jpg
  • hxxp://img72.imageshack.us/img72/6930/dmstonehouseplan24bx.jpg
  • hxxp://img65.imageshack.us/img65/7427/dmstonehouseplan39tv.jpg
  • hxxp://img73.imageshack.us/img73/170/dmstonehousewip11op.jpg
  • hxxp://img73.imageshack.us/img73/2953/dmstonehousewip26ds.jpg

Half-Life 2: Deathmatch dm_backalley

Beta
This map is a simple wherehouse and a backalley. Its very close quarters with alot of weapons. Its a little cluttered but im fixing that. In team mode the rebels start in a house behind the alley, and the combine start in a room inside the wherehouse. Im fairly happy with how this map turned out, but a little dissapointed that it took so long to get the glitches out. -Rjl
I wanna hear your feedback, dont be easy on me!!

Half-Life 2: Deathmatch dm_decomp_b2

Beta
I wanted a fast, old school -style DM map. I focused mainly on gameplay. Lemme know what you think (good, bad and ugly). Enjoy!

Beta 2 notes:
  • Increased the brightness of most lights by 50%
  • Removed collision detection from the underwater tunnels' entrances, so ducking is no longer necessary, but it still helps.
  • Simplified the way a few entities work, so the map size went down a bit.

Half-Life 2: Deathmatch dm_scepter

by Radon
It's the map i made for AG? quite some time ago.
Unfortunately the AG? mod died due to a lack of coders. I then gave the map to HL2DMpro.
Well I also wanted to make a HL2DM version... the only difference to HL2DMpro is that there is no gauss and no longjump

There is one thing: the map hardly has any props so the gravity gun is almost useless. This is mostly due to the fact that AG? did not want to have props and the gravity gun like HL2DM.
If there is enough demand I could also add props and release another version.

Half-Life 2: Deathmatch Dm_projects2

This is the newest version of my map dm_projects, i renamed it to dm_projects2 because this is a total revamp of the map.

changes:
  • Greatly improved performance/fps
  • Reduced map size
  • Changed from day to night
  • Fog removed
  • New sniping area

Half-Life 2: Deathmatch dm_departure

Not looking for any feed back, as Ive already submitted it to valve, it took me a while to get a place to host it, thats why it wasn't released before now. Download and enjoy!
Note: due to lack of uploading areas I have to resort to a cheap website for the downlaod link. Merely click it and then find the link to the map specified, you will have to right click - save as it in order to downlaod it.

Edit: some people have told me that the vmf is in there, well yes it is, it wasn't intentional, but maybe some people can benifit from it? Thx to all who pm'd me and told me that it was there.

Edit2: well it turns out the cube maps were screwed up because I renamed the bsp (and thus messed up the cube maps), so If anyone cares check out the new improved map dm_departure (its original name)

Edit3: I remade some brush work, got some things to work, added a "gas trap", but to no avail does it work on linux servers yet. In short Im done trying :(. So I give the final release: dm_departure.

Half-Life 2: Deathmatch JB_DAMN

by bigger1
Beta
I've been moving forward in rescent weeks. despite the setbacks.

The original version "got away from me" in terms of size, so I had to re-organize it to to improve frame rates.

I have to say i'm pretty pleased with my first creation.

I'm looking forward to finnally finishing it. So I can start my next map "JB_OUTPOST"

I'm looking for comments. keeping in mind it's my first map.

More screens here:

http://bigger1.home.mchsi.com/contact.htm

Thanks
JB

Half-Life 2: Deathmatch dm_anarchy

Beta
This is a map thats basicly trying to capture the feeling of maps from the quake era. Its a small, indoors map,
You will see what I mean when I show screen shots.

Half-Life 2: Deathmatch dm_inbound

Take a look at my first HL2 DM map....called dm_inbound , a large dark map, built with blood and sweat, a real man's map with secrets and a nice trap (see if you can find it) Has taken a long, long time to make and optimized as best as I could.

I purposely made it a dark map (actually the screenshots show it to be darker than it is for some reason) for the idea that it can be played stealthy with plenty of hiding places. It makes a good TDM map, as certain areas can be controlled, however it is a pretty big map so you may need a fast PC to run it with a few players.

Half-Life 2: Deathmatch dm_apocalyptica

by SpiKeRs
A sort of factories/warehouse mish-mash (yeah I know doesnt sound original) but I've tried to go for a much more dark and gritty vibe (parts of the map were originally influenced by some scenes from the FEAR demo).

Half-Life 2: Deathmatch dm_fuzbeam

Beta
Ok. It's "playable", as in there are spawns and items placed through the map. Whether you will be able to play it or not.. I don't know. It hardly runs on my computer. I think this map will fall into the same pit as dm_neon. I'll plan the next one a little better.

btw, go to the center control panel in the control room and use the button. it turns on the beam. the beam doesn't kill you yet, and doesn't spray fuzballs all over the place yet. i'm not sure if it will be possible even. cross your fingers.

Half-Life 2: Deathmatch DM_BocaBurgers

Beta
OK here it is: DM_BocaBurgers Beta 1.5
A Turkeyburgers Remake.

Download It!
Mirror 1

Major Problems:
  • Need 3d Skybox Outside of Window
  • Finish Unpopular Science Magazine
  • Need to make more book covers
Roadmap:
Finish Beta 1 series: Fix major bugs and gameplay
Release Beta 2 series: Finished content, Optimization and polishing.
Release Final (Early August)

Known Glitches:
Jumping into Red Teleport from the top of Bookcase results in self telefrag.
SLAMs are easy to abuse at teleport points, need to be removed.
Lighting could use some attention.
Hole in ceiling above computer.
Shadows "leak" through some shelves.
Some models are rocket but not bullet proof (COUCH!).
It is possible to trigger teleport effect, without actually teleporting.

What I would like:
Critiques, go ahead be vicious, the more you find the more I can fix.
System Specs and performance impressions.
Online testing to check for abnormally high lag.
Testing Telefrag (Kind of hard to do by myself).
Ideas.
Impressions.
Solutions.

Screenshots:
Screenshot 1
Screenshot 2
Screenshot 3
Screenshot 4
Screenshot 5
Screenshot 6

Thank you for your time, and PLEASE critique the hell out of it.