Snarkpit Maps Archive

Half-Life 2: Deathmatch dm_lostbase

This is my entry for Valve's dm map contest. I'm not quite satisfied but this was what time allowed me to create. I would have liked more time to get to know the new HL2 features.

It started out as a map for testing the bots in HL 1. I made a simple version of the biggest room in the map and tried it out with different bots. Then I added some more rooms and features. It has been playtested in it's HL1 version and was quite usable for dm, my colleges who tested found it has an exiting layout that creates fast paced action. It has been converted and upgraded with HL2 features. A security room with an overview screen of the two largest rooms in the map has also been added. The layout is that of an abandoned secret base somewhere in a desert environment.

I recommend 6+ players, 12 being the ideal, but I guess 20 players could have a crowdy but good time...

Any comments are appreciated on this map...

Half-Life 2: Deathmatch Assimilation

my dm map contest entry

i dont have a download link, i can email the map if anyone wants it =]

Half-Life 2: Deathmatch dm_beacon

dm_beacon is a HL2:DM contest entry

Half-Life 2: Deathmatch dm_Thrust

by Phlek
Beta
One of my first maps that I will hopefuly get to release. This is a very small map that takes place within the citadel. Very close combat, most likely for 2 vs. 2.

Half-Life 2: Deathmatch dm_parasite

by Finger
Beta
My HL2DM mapping contest map. Combine structure coring the innards of a mountain. Basically, combine vs human vs nature. Fun project, but possibly doomed by it's large scope. Good lesson for a first HL2DM map.

Half-Life 2: Deathmatch dm_underground

by SparkyX
This map is based on one of the secret labs in FarCry. 90% of the map are indoors and 10% are outdoors. This was my first map that was released to the public.

3rd January 2005 - The map is finally done, and it's available to download.

14th January 2005 - New download link is now up! Download it here --> http://halflife2.filefront.com/file/HalfLi...round_Map;35616

Other link: http://up1.fastuploads.info/dm_underground.zip

Half-Life 2: Deathmatch dm_underground

by Jasque
Beta
A remake of the Opposing Force map op4_disposal. As this is going to be my first publicly released map, disposal is a nice size to start with. I have updated the architecture, and changed the layout slightly. I?m not using any custom content (I?ll save that for later maps). When it?s finished I hope to have a nice 2-4 player map. Once I have a playable build I'll post it here, and provide screenshots, woot!

Half-Life 2: Deathmatch dm_square

by Raeth
Beta
A DM map set around a city square. It was originally inspired by dm_overwatch, but I think it looks significantly different now.

I don't have anything in the way of really "finished" looking shots right now. I've been building everything pretty roughly with the intention of adding better lighting and more detailed architecture once I'm sure I'm not going to delete it. The warehouse shot (#2) is the closest to finished, but there are still a few details missing (like side caps for the metal stairs).

Oh, and I'm horrible at naming things... any suggestions would be appreciated!

12/22/04: Added a few new buildings... there's a brick church in front of the parliment building now. Grigory's shotgun is on the pulpit for right now. Not sure if it's going to stay since it's not really a real weapon. At this point I have almost all the space filled up. Now I just have to detail it all.

12/24/04: Ok, Annabelle had to hit the bricks since it doesn't do any damage. A few more buildings added (Thanks to some inspiration from Anticitizen One). It's really starting to feel like more than a collection of brushes now. It feels real... especially around the city square.

1/08/05: Vis has been running for 2 days now... I turned everything I possibly could into a func_detail but there's no getting around the fact that my level is basically built in a giant skybox. I'll probably have 1 or 2 more days to work on it, and then I'll have to do one more compile and get it into the mail. So much for playtesting....

1/14/05: Dead for the time being. It doesn't look nearly as good as some of the other contest maps, and there are some gameplay and performance issues that need to be sorted. I might come back and rework most of the map, or I might not.

Half-Life 2: Deathmatch Stephens_2_fort

Beta
New Stuff!!
I have done more work on my map. I have some fun ideas for gameplay, just hope I can implement them .

Here are some of my latest screenshots after compiling on fast vis and rad. I lightened the images cause they were so dark on my work computer, so it does look better in game.

Here is the link to the new download.

http://www.boredskm.com/catapault_2_Fort.ace 2.43mb
Old Stuff
This is my second map uploaded for folks to see and tear apart:). It is in it's very early stages. I had wanted to do a Team Deathmatch but didn't want to mess with it until there was a way to do Team Spawn Locations. Well, low and behold Yesurbius came with just such a tutorial (thanks Yes!).

here is the link to his tutorial!

http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=149

My plans:
A Two-Fort like layout. In the middle of the map is a tower, or some type of location that will hold either rocketlaunchers or special objectives (to come later) where the two teams will be fighting for.

Both of the main base structures are built. Just the structures. There is virtually nothing inside or outside, ie. weapons, details, furniture, that kind of thing.

I have made a .BSP with fast Vis. It is very bland.

Anyway, what I would love is some feedback on where I might could go with this early map. I'm still quite new to mapping as most of you will see.

However, I am also uploading my .VMF for those that are even newer to mapping than I am, so they might get some help, albiet not that much help. I have not uploaded my team spawns yet though. Personally, I wish everyone that uploaded maps would upload their .VMF's :).

I would love to do several things with the map.
1). Team based objectives - simple or complex. Like blowing up the opposing teams generator
2). Having Team Friendly turrets.
3). Having team only forcefields (thanks to Yesurbius again)

Again, any help or friendly suggestions are welcome!!

Timech

Half-Life 2: Deathmatch dm_bedlam

by subside
Beta
Main battle area is a secure, partially underground warehouse with a small outside fighting area.
Plenty of Physics Objects,weapons, and one main trap.

Release Notes: Hopefully fixed ambient sounds permantly. Fixed outdoor terrain to more resemble original design. Removed old cargo trap, and replaced with Super Combine Crush Wall. Added occluders to improve perfomance in some indoor area's. Plus other numerous small changes.

Half-Life 2: Deathmatch Dm_Cowgate

by Skeebz
Beta
Medium to Large map loosely based on a location with the same name. The map uses quite a lot a models and has not yet been fully FPS optimized.

Talking mainly about the style of the map, it is an outdoor city map, much like overwatch but with more space in the xy direction than the xyz direction like overwatch (the multistory building).

The map can be seen as bigger than overwatch and can allow very good play in both DM and team DM as the rocketlauncher on rooftop focus point allows the obvious vantage point for the teams to compete over.

Weapons:
3 shotguns:
- Grass constuction pit
- Destroyed bridge ledge
- centre of the 3rd floor in destroyed orange building
3 magnums
- Under destroyed bridge
- 2nd floor of orange destroyed building, on spawn alcove
- grey destroyed building roof (between cimney stacks)
2 rocket launchers
- Top of orange building set rooftops (with ammo)
- in the back of the blue pickup truck (no ammo)
3 crossbows
- beside combine blockade beside destroyed bridge
- in the double blockade corner beside destroyed grey building
- under collapsed 3rd floor roof, on 2nd floor.
3 Overwatch rifles
- Inside grey building in corner 1st floor
- Beside exposed pipes in mains street
- center of the winding road going between rooftop buildings

With a decent setup on High-medium setting, you can pull out 30 - 60fps constant which doesn't really effect gameplay.