Snarkpit Maps Archive

Half-Life 2: Deathmatch dm_ob_attack_house_tsgk

Map Name: dm_ob_attack_house_tsgk
Developer: gtamike_TSGK
PLAY ON TSGK Servers: V, XV, XIX, XXVIII, XXIX, XXX, X
PLAY ON GTAMIKES Server: 178.32.28.183:27015

This house map is like no other house map you have ever played for Half Life 2 Deathmatch.
Below is some information spilt up to in brief sections, so read the areas that interests you most.

**THEME**
It's a nice sunny day and the house looks fairly normal from a quick glance, until you
have a closer look around. Inside there's lots of blood, dirt, TV's sparking and wall
paper damaged. Then you will start to notice there's alot of death around you, dead
bodies in the bath/freezer, burnt skull in the fire place, someone in a picture killed by
sharp spikes and a hanging body in the tree near by. Also many traps that surround
the house that has been used and still can be manually activated from a press of a button.
Welcome to Attack House let the Deathmatch or Team Deathmatch Begin!

**GAMEPLAY**
Attack House has been highly tweaked to be balanced and have fast gameplay.
The weapons, health and suit items have been well placed so you have to keep
moving around the map, this gives the map good flow and cuts players that camp
down. there's loads of escape options you can use if you're under heavy fire,
e.g. open doors, jumping out of windows, using near by air vents and some teleporters.
Every side from the outside of house gives options to jump onto the house.
Here's a video to show some of the jumps you can pull off ingame.
http://www.youtube.com/watch?v=I64GuvhoyN0

**INTERACTION**
There are lots of things the player can interact with that gives the map character and
makes it more memorable. E.g. pressing the door bell, flushing the toilet, fully
working radio, a mask that follows and slowing regenerates health, explosive drink
cans that spawn from a vending machine, canisters that fly's around the map when
the player shoots caps are shot off, even killing the pond fish and much more!
There are some secrets in the map that adds to the fun and can be used to change
your playstyle. One example would be the hidden teleports in some walls for quick
getaways if you need them. There's some hint poster messages around that gives
you a good idea how to find secrets, like in radio room to use for your advantage and fun.

**GRAPHICS**
I've spent along time giving this map a good level of polish. From making the walls,
tiles and water reflecting perfectly how I want them to with well cubemap placement
and the right settings. To small things like adding much more detail to the textures for
when people look up close and a new remade sun. Also dust to the lights inside the
house with good light sprites and overall lighting to the map. As well as other effects
like color_correction (<--- needs to be enabled in video options) and other graphical
improvements I have made. The map has been fully optimized so new effects will not
have any big impact on frame rate. Don't forget to enable the new ob multi core
feature in video options to take advantage multi core rendering and better fps boost.

Enjoy and feel free to add comments! :)
http://tsgk.com
http://www.gtamikes-maps.piczo.com
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If color_correction is not working on your server because it's pure add this line to the pure white list.

materials\color\... allow_from_disk
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Half-Life 2: Deathmatch dm_waystation

by SamCom
Star map!
A small 2-4 player map for Half-Life 2: Deathmatch,made for the MapCore Cube mapping competition. The rules required the playable area to be kept in a 1024 x 1024 x 1024 cube, so there's plenty of vertical gameplay to take advantage of the vertical space. Set in an abandoned train station waiting room, this is my second released HL2:DM map, so hopefully I've improved! :)

Here's the voting thread on MapCore:
http://forums.mapcore.net/viewtopic.php?f=57&t=16067

There are seven other awesome maps, so you should go check it out!

Half-Life 2: Deathmatch dm_glacierbase

by Finger
Beta
This is an entry for the 20 brush mapping competition. The theme is a small deathmatch map, in an arctic base.

Half-Life 2: Deathmatch dm_Islandtropic_v3

Tropical Island map in the ocean. Has one main island and a few small islands. Has a tropical look and feel, set during the daytime in the summer. The main Island has an upper and lower bridge. The upper main Island bridge has a higher lookout tower which can be climbed. All of the huts have ladders to climb onto the roofs.

Half-Life 2: Deathmatch dm_Birdoverpopulated_v2

This map is set in the winter in a rectangular valley in the middle of the forest with lots birds flying around. Set at night with the moonlight. Has many upward push streams and a few teleports to help get around the map. I loaded up with weapons, the map may be more challenging with removal of certain powerful weapons like the rpg.

Half-Life 2: Deathmatch Dm_Long_Haul_V2

Beta
Truck Terminal themed map. This is version 2 after suggestions by Snarkpit members on how I could improve upon the level. Hope you all like it! Unfortunately the zip file is 12 mb over the limit for Snarkpits storage so you will have to download it from the mirror provided.

Made many changes per suggestions from SnarkPit member input.

Increased size of windows in truck shop to allow easier access through them.
Added more Trucks, crates, pallets, etc. as well as added another building to add more cover.
Added gate to entrance.
Added several more decals for detail purposes.
Split main warehouse in half with a wall with two doors to increase frame rate in that area.
Removed the barrel rack models that I had added because even though I had made them as low poly as I could too many of them was too much to draw at a time.
Added more hint brushes.
Made the tool boxes phys objects so they can be utilized with the phys cannon.

Added "remodels" of two original HL2 truck models by FISHY.

-----install---------

Just copy the bsp to your maps folder in hl2dm.
If you have the previous version installed this version will overwrite it.

Half-Life 2: Deathmatch DM_LONG_HAUL

It's been awhile since I made anything for HL2DM or any other game for that matter. This map was meant to get me back into the swing of things.
My friend Twitch and I were once quite active with mapping and he has since been more active than I. Got to get back up to speed with ya buddy!

I have the most custom content in this level than any other map I have worked on previously BUT....please be kind as I also used this level to
attempt to learn many new things. My modeling skills are minimal so as I asked, please be kind. I plan on releasing some of the models for use
in other source based levels/mods on our site

Please download version 2 of this level as it has many changes to improve gameplay and FPS.

Half-Life 2: Deathmatch CTF Turret Fix .BSP and .VMF (No More Server Crashing)

HL2DM: CTF Turret Server Crash Fix Final Build (by gtamike_TSGK)

The old turrets crash the servers so I made my own version for the CTF community to download and use.
There's lots of new features I added like hard state mod, also the new turrets are 100% remade from scratch and took about a week to make.

Have Fun! 8)

Video - showing new turrets
http://www.youtube.com/watch?v=m_PIrXis5L0

Video - behind the scenes
http://www.youtube.com/watch?v=ZRqzOvssY4Y
----> TSGK Topic: http://forum.tsgk.com/viewtopic.php?t=4699
Download Links

Turrets
http://gtamike.tsgk.com/gtamikes_turrets.rar
or
http://www.mediafire.com/file/himqppty025yhz8/gtamikes_turrets.rar

Half-Life 2: Deathmatch dm_undercastle_r1

by Badman
Star map!
The r1 version of dm_undercastle.

Changes:

[*] There are some changes in architecture of the map. Location and the way of getting rpg has changed. Now rpg is lying behind the door which can be opened by means of a shot on the black target on the column in the centre of the map.
The way of getting rpg is similar to dm_biohazard map.

[*] Added two healthkits near rpg area. Now player which obtains rpg has a chance of surviving and saving rpg.

[*] Many corridors are expanded that makes movement on the map even more dynamical.

[*] In many places shadows are corrected.

Half-Life 2: Deathmatch dm_ob_killbox_gravity_gun

Title: dm_ob_killbox_gravity_gun (New!)
Made By: gtamike_TSGK

For this map you spawn with the gravity gun to start with, its very fun physics madness and up to 16 players.
Also the map is useful for players that want to really improve there gravity gun skill and be a better player.

About: Below are sub headings about the map and images to make things easy. :)

Map Performance
The map has been heavily optimized because of the mount of physics in the map.
The shadows have been disabled for the physics, and items like suit, heath, stick, crowbar, chargers etc have a fade render setting.
These settings have given the map a huge frame rate boost, so the frame rate stays high all the time ingame.
Also the trap monitor turns off if no one is the room watching it.
The map is very stable and you won�t get lag in any form or crash because of tweaks in map performance, also thanks to map testers.

Wall Curves
The bottom walls/light areas has been designed to reflect physics model that hit it.
User posted image
Lifts
I have improved the lifts in the map the best I can, they are not affected by physics models that go under them and will not go back up right after hitting a physic model.
User posted image
Containers
People can�t camp and hide in the containers because of a useful button that forces them out after pressed by someone, then you can decide how to take care of them.
In the 2 containers there are health, suit, crowbars and stun sticks only visible/rendered when in containers or very near.
User posted image
Teleport Room
Only small physics (like blades) can go in the teleport room.
You do this by passing them through the blue areas at door way.
The 1st teleport is easy to see, just jump on the box then jump again forward to be teleported, then box behind you will break so no body can follow you right away.
The 2nd teleport is in that room but you can work that one out hehe.
User posted image
User posted image
Trap
The trap is located in the super charger room when someone is inside the room a green light will turn on from the outside of the room.
If no body is inside the room the outside light will stay red.
By pressing the button the trap will enable metal gates that will lock the player inside of the room.
The player will hear a moving metal sound and then see a solid metal crusher will slowly come down.
The metal crusher will stop at the players head, make a nasty creaking sound and then will crush the player at lightning speed, also play a sound on impact.
There�s another button that does the same thing, it is found in the teleport room with a monitor to watch the player.
User posted image
User posted image
The map is 100% remade/drawn from scratch and stable
It has a new name, improved design, layout of physics, lighting, textures, sounds, models, teleports, help text,
smaller map area size, fall damage disabled, shadows, and heavily optimized, the list goes on.

Bigger Pictures
User posted image
User posted image
User posted image
Hope you enjoy the map guys :8)
Leave Comments :wink:
gtamike_TSGK

Half-Life 2: Deathmatch dm_undercastle

by Badman
Version: Pre-Release
Type: FFA/Team Play
Size: 18,3 MB
Spawnpoints: 14
Weapons and items:
4 shotguns
1 rpg
8 grenades
2 crossbows
1 ar2
2 magnums

3 mag ammo
3 balls
1 ammo crossbow
1 ammo smg
4 smgnades
5 batterys
5 shotgun ammo
1 100/200 charger
1 healthcharger
1 suitcharger
8 healthkits
2 healthvials
1 rpg round
Phys props:
3 explosive barrels, 1 saw(in the water), 1 shoe.
Author: Badman
Contact: Steam page
Homepage
Other maps: coming soon!
Editor(s) used: Valve Hammer Editor
Other programs:
Steam
Valve Source SDK
TCG (Compile Gui)
Pakrat
Notepad

Half-Life 2: Deathmatch kap9dm

Beta
The map is a remake of my house. I started working on it years ago and decided to finish it after a long hiatus. The environment outside the house isn't a realistic image of the real world but more of a stripped down version.
For obvious reasons I couldn't do the whole environment surrounding the house.

The map took 20 hours to compile. Because of this it is tedious to continue building on it. There are some things I would have wanted to polish though, maybe later.

And I might add; The gameplay is not good in this map, the goal was to make it look as my house, not to make it a good deathmatch map.