Snarkpit Maps Archive

Half-Life 2: Deathmatch dm_seVus

This map was created as an entrant for hl2dm University mapping competition.
"small enough ofr 1v1, large enough for 4v4"
In this map I focused on fluidity, there is a degree of symmetry in this maps layout, although i hope not too obvious. Action takes place around a central area a rotating structure; to the sides corridors lead off on both to upper and lower levels whcih reconnect back onto the main play area..

http://servus.aworkingpig.org/

Half-Life 2: Deathmatch dm_[tsf]_war_room_rc3

by Sadist
Map: dm_[tsf]_war_room_rc3
Download: Download Here
Server: [! TSF #9 ]! SADIST'S WAR ROOM 85.234.149.102:27017
Website: tsf.hl2clan.com

Admins are welcome to add this map to their servers.

This is a brand new killbox designed for good clean killing fun. A simple 2 floor bunker made of concrete and steel threadplate, custom steel and rubber floors inside a regular killbox.

* Bunker houses Ar2 rifle, shotgun and health and suitchargers, a relatively safe haven except for nade and orb fire.
* Above the bunker are platforms containing supercharger, Ar2, crossbow and magnum.
* Strategic 2nd magnum on platform below supercharger in good position to pick off players.
* Plenty of pickups and health, shotgun and crossbow on ground level.
* 3 Lifts for upper areas and lift jumps.

Tips for gameplay:

* Use the bunker's sloped walls to prevent fall damage.
* It is possible to bunny hop up the bunker's walls for a surprise attack.
* Grab easy health and suit points using the chargers on your way through the bunker, but dont stay for too long.
* Use the bunker as a station area to plan your next attack, use the corners as a place to ambush.
* Make use of the healthkits at ground level, but watch for physics and nades as this area is vulnerable to attack.
* Don't forget to use the mid-level platforms, the magnum is particularly useful as this position is sometimes overlooked by fights taking place on floor level.

There are more quirks that can be used to strategically score kills.

Half-Life 2: Deathmatch DM_WinterChill_r3

by FENIX
So, my friends, the time to release this map oficially has finally come. The map is a remap of cpm20 "WinterChill"
map by Rich "swelt" Jacques from Quake 3 CPMA.
The map differs from Q3 version by geometry, optimization, items respawns, lighting and more...

First time i want to make some crappy simple map or this one, specially for hl2dm-university.ru, but in less quality,
spent less time on it. But i became interested in mapping, started to learn things, texturing, modeliing and stuff

). There were a lot of problems and queations about lighting, textures, reflections, etc., but i've solved

everything, and now you can enjoy the result :) ...

"New" map for HL2DM and HL2DM Pro Mod - WinterChill

Half-Life 2: Deathmatch dm_ff_stinger_rc1

by Juim
A curvy medium sized dm map with many secrets, and some good connectivity.

The current discussion topic can be found here

Half-Life 2: Deathmatch dm_unreal_factory_hd_b1

Beta
Title: dm_unreal_factory_hd_b1

Autor: gtamike_TSGK

About
Hi, after just over 3 months in development the map is out. The map is set in a factory you will see machines moving crates to different areas of the map. There are open crates in the with items in, also none open crates around the map that can be used to take cover behind.

Design
The map design is like the unreal maps from the games. My friend did some concept art for me the rest of the map I made up. Here's the Concept Art http://img95.imageshack.us/img95/8025/conceptartaf5.jpg. I've also used the full design detail limits aloud in a soruce map. The custom textures are double the size of the valve texture resolution in HL2. Each texture also has 2 types of render spec map and normal map.

The Trap
As you may know I like to add super changer traps in my maps. This one is based on the Resident Evil 1 film The Lazer Room.

http://img136.imageshack.us/img136/2159/unreal3scd8.jpg

Graphics Card
For this map I recormend GeForce 8600GT or another gaming card that is 512mb or higher only if you want to play with max Video Setting. Other cards can run the map fine but you might have to lower your video settings like set render to low to get a better frame rate.

Thanks to Osiris_TSGK for map Compile/Export

Have Fun

Half-Life 2: Deathmatch Dm_Sadists_Pit

by Sadist
Hi, this map is now released as rc1 version.

The build has taken influence from the Alien films, the abyss, total recall and the game Doom 3. It is based on the map dm_areolite which is a deathmatch classic game still available on deathmatch classic servers, although built from scratch and extensively modified beyond similarity except in map layout. The map is centred around a 'pit', with 3 interlocking floors, and features teleports, stairwell lighting, manual closing doors, ventilation ducts, working elevator (american english) and switchable lights. The pit features an expanse of water that forms an abyss.

The map also includes increased lightmaps, which means that shadows appear more striking and less diffused. New textures courtesy of catalyst source studios - http://www.fpsbanana.com/textures/98 And a custom made skybox with martian sky and mountains.

The switchable lights are a main feature of the map, and affect the soundscape, making the map very quiet while also darker, which brings in a new form of gameplay for dm.

Map Download: Download Here
Server: TSF Server #6 - 85.234.149.108:27046
Images:

Half-Life 2: Deathmatch Test (Name Not Final)

by Cyax
Beta
Free hand mapping to get a feel for the editor. Nothing is pre-planed, its all made on the spot randomly. This is to test my skill and to see if I am able of making a half-decent deathmatch map architecturally. Know that props, weapons, spawns, textures, are currently mostly undecided on what to be for finished product (All rooms will be re-vamped for a more beautiful finish)

What I would like is ideas, opinions and suggestions. Please no "It sucks", "You suck", "Looks like crap", etc. For it is a unfinished product and many changes are to take place.

If you would like to get ahold of a copy to test for me they're available upon request.

Half-Life 2: Deathmatch dm_unreal_project (no name yet)

by gtamike
Beta
This is a Unreal type map for Half Life 2 Deathmatch i've been working on.

(Still in development)

The map is a normal type map (not a killbox) with lots of corridors.
I have made the gameplay good so you can't get lost.
I think i've got the size of the map just right.
I have gave the player lots of options to go when playing the map (like in unreal), lots of door ways to choose from that leed to a main corridor, lots of lifts that leed to another main area where the players will met. So there's not may safe places to hide in the map to you need to watch your back all the time. The map detail is very high even with out the detailed textures. And like most of my maps i've added some fun things.

Map is about 75% done

All the pictures i've taken so far are here.

http://img206.imageshack.us/img206/8540/dmspaceprojectnewstarled2.jpg

http://img93.imageshack.us/img93/8372/dmspaceprojectnewstartbxu0.jpg

http://img512.imageshack.us/img512/4981/dmspaceprojectnewstartbig3.jpg

http://img178.imageshack.us/img178/292/2ndaz5.jpg

http://img206.imageshack.us/img206/4674/dmspaceprojectnewstartbbv6.jpg

http://img206.imageshack.us/img206/4599/dmspaceprojectnewstartbsu0.jpg

http://img178.imageshack.us/img178/94/dmspaceprojectnewstartbih6.jpg

http://img178.imageshack.us/img178/9232/dmspaceprojectnewstartbvd9.jpg

Half-Life 2: Deathmatch dm_fulford

Beta
An experiment in performance management.

I wanted to squeeze as much fps out of a medium-complexity outdoor layout as possible. It's anti-detail, anti-fx, anti-lag. No displacements, no static props, no dynamic lights, no volumetric effects, very minimal entity work.

95%of textures are custom, heightmapping or specularity not present

Max virtual viewing sightline including 3dskybox geometry, 48 000 units

Max renderable sightline that includes geometry within map, 4640

Ugliness factor: Fair to middling

Half-Life 2: Deathmatch dm_sew3rs

by sh4dowz
Hi my names John, this is my first map that I have completed 100% it has a few ugly spots as most first maps do. All in all its a learning experience I would really enjoy pursuing level design as a career one day. I present dm_sew3rs I spent about one week off and on working on it for about two hours each night. I tried to keep it in the hl2 combine ambiance as well as add my own features.
enjoy

also if you would like to see were i got the idea from heres a link
to the picture. I tried to make a replica of it but textures were a limitation as well as the decals...
http://whatwedoissecret.org/madebyblog/wp-content/uploads/2007/09/japanese+sewers3.jpg

Half-Life 2: Deathmatch dm_cuccoos

by Grav
Kakariko Village from Zelda: Ocarina of time. Complete with music (can be toggled with a switch behind the potion counter). Rockets are by the tower on the hill, crossbow is on the roof of the big house which can be accessed a few ways (get creative), and the AR is in the tree by the entrance. The windmill makes an excellent sniping point. This map is a port from the original Half-Life, updated with textures, physics objects and a 3d skybox.

Half-Life 2: Deathmatch Launchpad 14

Beta
A small outpost, located in a large swampland. This outpost contains a launchpad for fighters, and is part of a network of outposts. The tower itself consists of a central aircraft elevator and an attached control-tower.

Currently in early development.