Snarkpit Maps Archive

Half-Life 2 Titanic

Beta
This is a complete recreation of the RMS Titanic.

This project will be broken into several phases:

Phase 1 (December 23 2011 to March 24 2012)
- Basic structure based on blueprints by Bruce Beveridge
- Texturing for clarity
- Basic modelling of staircases
- Basic level optimization

Phase 2a (March 24 2012 to April 24 2012)
- Level splitting per deck with transitions
- Phase 2a abandoned in favour of optimization to the architecture

Phase 2b (April 24 2012 to present)
- Level optimization
- Architecture optimization
- Completion of re-texturing
- Details to Boat Deck including modelling external fittings

Phase 3 (unknown to unknown)
- Addition of rooms (cabins, lavs, storage, etc)
- Basic proper texturing
- Review of ship's structure
- Advanced level optimization (full VVIS compile?)

Phase 4 (unknown to unknown)
- Basic roofing/ceiling detail
- Doorways and doors
- Windows
- Funnel structure

Phase 5 (unknown to unknown)
- Modelling of rails
- Modelling of posts and supports
- Modelling of bridge and wheelhouse telegraphs and wheels
- Modelling of funnel accessories
- Modelling of lifeboats

Phase 6 (unknown to unknown)
- Basic lighting
- Skymap

The following details have been deliberately modified from the blue prints due to game limitations:

- Crew spiral staircases at the bow from D Deck to the Tank top due to player collision hull. The staircase has been made bigger.

The following links are for Youtube videos of the progress:

Video 4:
http://www.youtube.com/watch?v=yXf0MZwGQds

Video 3:
http://www.youtube.com/watch?v=T4Z9mdRj3Yo&context=C4091e83ADvjVQa1PpcFN85OhX63C1Ifzxjqyfg7ZqBrHgULYCdEs=

Video 2:
http://www.youtube.com/watch?v=jHMj6Py6JkU&context=C4bb6491ADvjVQa1PpcFN85OhX63C1IXdOvzRH_9nulYU5mkYJ9Lo=

Video 1:
http://www.youtube.com/watch?v=maAJhYHY83g&context=C44160a7ADvjVQa1PpcFN85OhX63C1IaBPRceeZ6NaP7ksfc8Xn2I=

Half-Life 2 Asomatous Arena

My entry for the 20 brush mapping competition.

Half-Life 2 Zombidity

This is zombidity.

I created it all by myself and with some help from my brothers. A lot of things in this map I learned from tutorials. It is somewhat of a NOAMZ level. It has a deathcounter and a cash system.

When you kill zombies, you get 1 added to your killcounter and 1 cash. When you have enough cash, you can buy upgrades. when you play long enough, you can buy all the upgrades. The game has no end.

The map has 3 types of zombies;
zombie (normal)
poison zombie
fastzombie

Upgrades you can buy from the cash you earn include:
physics objects
a dropship with friendly combines
increased ammo carrying capacity
increased damage on weapons
a friendly turret
a friendly sniper
change gravity
unlimited flashlight/sprint

and some more.

when you would choose from the frienly combine dropship you have a choice.
1 dropship gives you friendly combine soldiers (costs 50 cash)
the second dropship gives you friendly elite soldiers (cost 100 cash)

But when the dropship has landed, and the soldiers jump out, be shure not to buy the friendly dropship again, because the existing soldiers will be replaced.

For example: you choose dropship 1 and the soldiers jump out. Then you go back and choose the dropship 1 again. The dropship lands and the ones that are already on the field disappear. you can still choose for dropship 2 (the elites).

I know it would be better if you could spawn additional combines, but I didnt change it because you could fill the level with combines and I'm trying to prevent that.

Watch out for the poison headcrabs, I died mostly because they attached me, and then a zombie attacked me. Also, be sure not to drop a bomb to close to yourself, for example, you launch a grenade with a smg1, and suddenly a fastzombie jumps up, resulting in the grenade exploding in your face.

I tried to do my best on this level and i like it. I have tested it fairly good, so you shouldnt expect a lot of errors (thats why I put it in completed maps). It is optimized, so you should expect a good fps rate. I compiled it on fast mode with the hammer compiler, it took half an hour.

If you do encounter errors, please let me know.

If you have eny questions on how I did things in this map, ask me.

Put the .bsp in your c:/programfiles/steam/steamapps/username/half life2/hl2/maps folder, and run the game. In the console, type map zombidity

Half-Life 2 Corridors

by Flynn
This is a medium sized map which I made sometime in 2007. I thought I had uploaded it to SnarkPit although it seems I had forgotten to.

Half-Life 2 sp_balcony

Star map!
This was my entry to the "DM2SP" competition (see PlanetPhillip entry). It is based on my HL2DM map "dm_balcony".

In this short rescue mission, you have to help Uriah, a Vortigaunt scientist, escape from a combine prison by guiding him to a teleporter. I had to use some entity hacks to get him to follow the player. You can command Uriah to stop or continue following you by pressing the use key on him (classic HL1 mode).

For the finale, you can use a bunch of friendly roller mines to set up a defense. Remember, the only way to destroy roller mines are explosives, to think twice before using grenades...

Half-Life 2 City-13

by Flynn
This was my first single player map for Half-Life 2. Although some scale errors were made, it is still a lot of fun, more so if you use the console command 'ch_createjeep' to create a buggy and drive around running over enemies. When I was building this map, I actually did make an armoured jeep, but that was only for a bit of fun when testing the map. When I look back at it I should have left it in, purely for the reason it was fun. The reason I didn't because I felt it wouldn't have been realistic.

It was a mammoth map and got quite slow to run in Hammer near it's completion so I was glad to get it finished and all packaged up! I have good memories sitting at my laptop designing this map. It is a large map, about 3/4 of an hour first play through I reckond. I decided to add it so people can see how my mapping has come along since. Here is what I posted about this map when I first released it:
This map has a long history behind it. I started this map on the 10 of October 2005 and I finished it just a bit after then. I went on holiday to Turkey with the rest of my family where I worked on the A.P.C.s on the bridge (you'll know the bit I mean when you play it ;=]) and then I attempted to reinstall Windows X.P. because I thought I had a problem with the U.S.B. ports of my computer (which on further investigation I didn't).

However, the installation stopped halfway though leaving me with no choice but to reinstall Windows X.P. completely from scratch (which in turn would erase all my data).

I was not going to let almost a year of work go that easily, however. I had access to this device known as \\\\"The Microsoft Recovery Console\\\\" from which I could copy files like this: C:program filesetc < That was the location of the file to E: < The destination (luckily I had a partioned portion of my harddrive).

I didn't have any instructions for this though, I found it out through trial and error. I then finished the map on October the 12 and am therefore making my work available to the public. I put a huge amount of work into this and it was my first proper H-L 2 map. I really appreciate any sensible feedback. Enjoy playing it!
Now that I think back to it, TOO MUCH INFORMATION! I was just trying to convey how near the map came to not being finished. I got a bit carried away so I forgot to put in vital information about the map itself! I think the problem turned out to be with my internet service provider, rather than my U.S.B. ports. The computer modem wasn't working, which plugs into the U.S.B. ports, that's why I thought they weren't working I guess. That's only a guess though, I don't recall any actual facts. I was very proud of the A.P.C.s on the bridge in this map(which is one of the few things I mention in the original description!).

Half-Life 2 dm_[tsf]_sticking_zone

by Sadist
Star map!
Author: [ TSF ] Sadist
Map Type: Regular
Theme: Ultra-Sadistic Laboratory
Map Features: Sticks (and secret crowbars), Fully animated scenery, Videos, Orb, Poison Gas and Crusher Traps, Supercharger, Secrets, Custom Textures
No of playerspawns: 14
Server: 85.234.149.108:27046 ![ TSF #6 ]! PLANET ZOG

Half-Life 2 Barrel Destroyer [beta 1]

Beta
Find and explode all 10 barrels in this beta puzzle map. Is in early beta stage, and would appreciate feedback! It was entered into the TWHL 'Map a Puzzle' competition.

Half-Life 2 Hunt

Just me goofing off. Happy hunting!

Half-Life 2 Detritus

by satchmo
Detritus is a biological term that describes decaying organic matter. You will encounter plenty of detritus in this map.

This is a small map and a short single-player campaign. It will take approximately 15-20 minutes for a first-time play through.

There are several hidden weapons in this map, including an RPG and a Magnum.

Half-Life 2 Rot_House

Find a way to activate all 7 transporter beacons on the outside of the house as it rotates over the ocean and escape.

Read more at Planet Phillip. (It received 3 "Play It Now!"s and was rated 4.5 out of 5.)

Half-Life 2 Highlander's Maps

Beta
This is Highlander's Maps. A source map pack I've been making for a year. I'm proud to release this little map pack now. There is a wider explanation in the forum and the readme file. Thank you for downloading!