Snarkpit Maps Archive

Half-Life 2: Deathmatch Prisonnier

Abandoned
After nearly half a decade away from the mapping scene, this little arena is something that may or may not bring me back into the level editing world. Created mostly because of a little inspiration I had last night. Prisonnier will hopefully be a pretty little deathmatch level with lots of vertical play. It follows a small killbox style with a decent amount of visuals and hopefully some fierce and quick gameplay.

Half-Life 2: Deathmatch dm_closequarters

by Riven
This is my second map for the source engine, It was designed for the purpose of fast gameplay in mind, which deathmatch does deliver. The purpose and sense of the map is just another scene in City 17 that has become under control of civil protection...
I am open to all criticism, which i know the people here really dish out. I would like that, so please give me some harsh comments. The latest update presents some screens of the final stages for the map.....enjoy!

Half-Life 2: Deathmatch dm_zay1 & 2.

Beta
Just a couple dm maps I made to play with my friend. They are not intended to have incredibly deep gameplay that you can play over and over again. However, for a game or two they are fresh content.

Half-Life 2: Deathmatch dm_biological

by dewdle
My map for the twhl compo24.
Set in a fantasy-esque biological testing centre with a deep autumn orangey look. Should run up to 32 players, it's quite big so large amounts of players suit it better.
Thanks to everyone for crits and comments on it. Hope you like :)

Half-Life 2: Deathmatch Vapour

by Trapt
My entry for the TWHL Map From Layout competition.

I made the most of the map in about 2 days, but I spent most of the time porting all the materials and such over and figuring out little bugs. Still a couple of little issues which I can't be bothered fixing.

To play, just unzip the archive into your hl2mp folder and run it. The zip has the folder structures and such all set up correctly so all custom materials should work.

Credit to Team Dystopia for some of the custom materials and models (including some of my own, since I'm on the team).

Thanks to Dewdle for uploading and Rabid for hosting.

Enjoy.

Half-Life 2: Deathmatch dm_MiniBox

My first take on the classic killbox theme.

A small map 1024x1024 consisting of the classic walk way, ledge and lift layout but includes a second secret level accessed via a central lift, offering an alternative type of game play.

Having play tested the map, I also added a second rim to the upper level to give players camping on the upper level something to worry about.

http://minibox.aworkingpig.org

Half-Life 2: Deathmatch dm_hmp

This is a modification of a map named prison_grav. The maps theme is still of a Prison but is now a two storey building with force fields controled via a central control tower.

The fields are central to the game play, in that when triggered All the lights turn red, an alarm sounds and they kill on contact.

This is a very dark map, maybe too dark, although i was trying to encourage movement around the map by how visable a player is.

I have released this version but am/will be working on a more detailed version once i have worked out a small fps problem when facing into the map. It is playable however and currently up on my 24/7 test server.

http://hmp.aworkingpig.org

Half-Life 2: Deathmatch dm_cannon

by Radon
It's similar to my last map. But it puts more emphasis on unconventional architecture and cares less about extreme detail.
I heard it reminds people of Halo in a way because it has many edges and 90 degree angles. I think there is indeed a similarity although I did not intend to copy the Halo style.

The map got bigger than I first intended. I started with a few areas and connected them with paths. In the process I underestimated how the paths add up to a lot of space. This is especially true since I didn't use narrow hallways but tried to make cool areas out of it.

In the end it took rather a lot of time to finish it. It was one and a half years since I started to build the first blocks. But it only took so long because I pretty much stopped working on it during my semesters and picked it up again in the holidays. So it took a while but it was not that much work.

What else is there to say? Give it a go and I hope you like it :)

_r1 in the filename means: revision 1
fixes a problem that made it impossible to play the map on a dedicated server

Half-Life 2: Deathmatch dm_urban_day07_b1

by Jacfu
Beta
This map took a few days to build, and was conceived merely to take a break from another map I've been working on for a few months that was giving me some unforseen problems due to it's huge size. So this is another small urban themed dm map, hence I could get it to look kinda finished. I might still mess around with the texturing, as it's very grey=taupe looking at present.

Half-Life 2: Deathmatch dm_combine_seige beta

by Jacfu
Beta
This map started as a simple killbox-type level that somehow evolved to what it is now, thank heavens...
I used some custom textures ( mostly combine/citadel themed ones ) that I modified
in photoshop cs. It is the first time I'm using custom textures and that's the purpose
of this map really.

Half-Life 2: Deathmatch dm_shipshape_b1

Beta
map in the shape of a ship

notes:

it's big

it's outside

Half-Life 2: Deathmatch dm_walkway

by dewdle
Beta
A medium sized open hl2dm map.
It seems to play really well with around 8 people but could probably play well up to about 16.

Weapons are generously dished out, shotgun and rpg are probably the best suited, I also positioned the crossbow in a "sniper" spot, though you can be ferreted out quite easily.

All in all fairly balanced, fast paced and enjoyable. Hope you like.