Snarkpit Maps Archive

Half-Life 2: Deathmatch dm_tube_dude, dm_tube_v2

dm_tube_v2 is the new version of the map formerly known as dm_tube_dude.

The map is set below ground level, in a complex of underground railway tunnels beneath City 51.

With multiple routes over, under and around your opponents, and now, a rideable train, the map provides opportunities for both close combat and sneaky camping.

The curvature of the tunnel walls and the connectivity between them means you'll get plenty of rocket-surprise, and some laughs from the unpredictable paths the Combine balls take, too.

Main new features in v2:

* rideable train added - thanks to Kamil Konecko (DM_SubwayV1 designer) for the inspiration for this. I didn't have time to implement a train before the DM contest, so this was the main reason for making v2. I also learnt a lot from Valve's sdk_d1_trainstation_01; and from dm_arrival - thanks to designer Andrew Egelhofer, for this excellent map.

* includes Valve's new slam weapon, crowbar and stunstick

* The ticket hall area now features a surveillance droid

* texturing/lighting improvements (some areas, e.g. footbridge, had model textures on the walls, which looked bad.)

(dm_tube_dude screenshots kindly provided by BadAss Nox and JimmyTheGrunt)

Half-Life 2: Deathmatch dm_torque

Star map!
This is the spiritual successor to my first HLDM map Torque and also my competition entry. The layout is basically the same but of course it looks radically different. I'm very pleased with the way I managed to keep to the original design so well while still updating it to look alot better.

The theme is pretty simple. We've got a section of City 17 that's been fought over by the resistance and the Combine for quite some time. The connectivity and flow was always my favorite aspect of Torque, and I think I did a pretty good job of recapturing that for this map. There's plenty of pathways to get to where you need to go and some nice vertical play. The map is probably large enough to handle 20 or so players, but due to the compact and open nature of the map it could provide a good game with even 4 players. I'd suggest 12.

Half-Life 2: Deathmatch dm_pit2

by Devious
I have updated dm_pit with the new slam weapon as the stachels where my favourite weapon in the original.
I haveswapped the guns around , like ive changed the ar2 rifle over the pit to the rpg, changed the crossbow to the ar2 rifle and changed the rpg to the crossbow.I have also improved the texturing in most places.

Half-Life 2: Deathmatch DM_Cliffed

UPDATE: I Have now hopefully fixed a linux crash problem, please redownload this latest version!

There have been very few natural outdoor area-type maps for HL2DM so, so here is something for you outdoor fans
This is a remake of the Action Half-life /AQ map called Cliff2_snow I've been working alot with displacements and gotten familiar with all that, and added some physics-fun entities, including a real hanging bridge and a physics tram, which is rather shaky, but somewhat fun to ride.. there are 2 RPG's, but no spare ammo, and they are both placed in high-risk areas, so you'll be lucky to get hold of one.. they are extremely powerful on this very open space map. I hope youll all enjoy it! Comments are appreciated!

Half-Life 2: Deathmatch dm_monolith

This is a Citadel based map in City 8. The revolution against the Combine leads to a showdown in the "Monolith". I just updated some pics to show a few changes. Any and all feedback on this map is welcome. Special thanks goes out to ReNo for taking a look at my map. The outside area framerates went from 40 fps to about 90 fps thanks to him. Finally finished!!

Half-Life 2: Deathmatch Burney High School

Beta
Its a replica of my school here in Burney, (The town no ones ever heard of.) Everything is done by memory, Altho my school dosent reside on an island sorounded by water, or have a second floor and a whole bunch of stuff im adding in there..
But besides the 2nd floor im adding to the level the floor plans will be exact!

NOTE: Theres no roof becuase im adding vents and i need space to work. & When you play the lvl the island isnt fully cutout, becuase im not sure how much space i need for the school and other stuff im gonna add. There is no lighting for now becuase my computer is to slow to compile it, so i will add lighting when im finished

Screenshots & Beta Download coming Today (Jan 29)

------------------------UPDATE----------------------------
I cant not continue this level, its just not possible to complete due to the fact that i broked my computer and wipe the hard drive to fix it.... Im now working on a new level i will not be release until its done or almost done

Half-Life 2: Deathmatch dm_pipewerks

by Blinn
My second completed map for Half Life 2: Deathmatch and I think it is an altogether a more respectable effort than my previous quite pitiful attempt.

The map is somewhat of a simple, if rather generic factory type map with many pipes running through the level and large electricity generation section.

I did make more of a substantial effort to make a map with more connectivity than my last attempt and think I have achieved quite a good flow throughout the map although I may be talking out of my arse.

I got a chance to play it with a few other people today and it seems to fair alright although I think the power generation section may lag up a bit due to the general openness of that section.

So anyway, that's pretty much all I have to say. Set your phasers to 'insult' and let 'em rip if you don't like the map, but if you have some constructive criticism that'd be much appreciated too.

Update: Although the screenshots are out of date, I gave the map a bit of a textural revamp and changed the lighting a little so it should be a bit more varied.

Half-Life 2: Deathmatch DM_City14

Here are a few screenshots of my map. It's themed to be City 14 on the day of it's downfall. View the readme file for a more in depth storyline. I just finished adding another room in the subway, along with a small vent to crawl through. Also, there's a security camera in the subway as well. In addition, i've added a good sniper spot in one of the buildings, complete with a bathroom and throwable toilet. Keep a look out for dm_monolith which i'll be putting out this weekend. Enjoy.

Half-Life 2: Deathmatch dm_airstrike

UPDATE 25.02.2005:

Name has been updated, because there were problems with the association to that map, now it is called dm_airstrike. It is also much better to remember !

So have fun playing....

UPDATE 19.02.2005:

I have reviewed the map and solved most of the discussed issues. So now finally I release the final version of this map now. I have played it with many guys out there, and it was real fun to play it. Make your own picture and go to the server www.olphro.de:27015

UPDATE 18.02.2005:

Map is reviewed due to many complainings about its performance. So wait some few days or hours to be finished......

Thanks for patience.

--- OLD ---
It's done ! The final release is out now.

There is a server you can play on: www.olphro.de:27015

Very high quality Map, development time till now: 12 weeks. This map promises a lot of fun through the clever usage of traps. So all the time there is action on this map. Everybody is running and hunting to be the first one.
For example, think of a control room, from where you can switch between several cameras and have a look on special places (like the tower, from where it is good to sniper). And think about controling traps from there. But be careful, there are also traps within the control room !!
There will also be a bunker and the possibility to call an air-strike.....

have a look on http://www.olphro.de for more detailed screenshots.

Half-Life 2: Deathmatch asu_combat

Beta
Its an assault map - thats what asu stands for. See the related link for more info.

Walls, ceilings etc done! I'll start the details whenever I can

Half-Life 2: Deathmatch Potential

by Bobv
Beta
Potential is a map that takes place underground. This is a map meant to be played in Team Deathmatch mode, it will work in Deathmatch but will be no fun. The two teams spawn in their bases, the objective is simple: capture the key and return it to your base! As you return it you will unlock more parts of your base, giving you weapons or other things - like a shield for your entrance to keep the baddies out, or portable heal kit. You can turn to the enemy base, or the middle room. The middle room contains a huge spiral staircase, get up and grab the ball, then get back to your base. You can also use the tranins, stations are located under each base just take the ladder down get on hit the button and it will take you to a room under the middle, there you can climb up to the middle room and get the ball, and use the train to get back to your base if that's what you want to do.

I'm still having trouble making a map look good - if anyone has specific suggestions those would be greatly apprecitated, as of now the map plays much better then it looks :(

Half-Life 2: Deathmatch dm_verdict

by Nasty
Beta
Urban style map 4 to 10 players

When done it's gonna contain plenty of physics to throw around and some verry nifty sniping spots.

Also my first to be create hl2 map, sorry for the dark screenshots.

CANCELED