Snarkpit Maps Archive

Half-Life: Deathmatch Detention

2003 map compeition entry

Half-Life: Deathmatch bridge

by kam86
This is perhaps my best map to date. Its based on a Halo map I liked, its pretty great for 4+ people, and I think it looks pretty decent. I know the skybox is a little jenky, but I lost the original file so its too late to fix it. Enjoy!

Half-Life: Deathmatch dm_waterwerx_revised

by Juim
Beta
When I first released dm_waterwerx, I was in a hurry to get a map out for HL2. As I released it (and due to some valid comments) I knew I could do better. This is an attempt to re-visit waterwerx and see if it can be salvaged.
In this new build, I downsized the map alot, maximized performance in all areas, added a series of teleporters to increase connectivity and playability, re-lit all major areas, downsized scale to fit more realistic appearance, and just basically gave it a face lift all around. This is more like what I had in mind.

Half-Life: Deathmatch Thrasher

by Orpheus
... My 2nd release, at the time i was making this map i was deeply enthralled with the map "Rigor Mortis".. This is but a poor attempt at the same theme, failed miserably at it, but as ugly as it is, it saw more online fragging time than most all my maps combined.. Its fast and furious in its play.

Half-Life: Deathmatch False_Accretion

by Orpheus
... My 3rd release.
I noticed early on that the most played maps were the default valve releases, problem was, each map had only portions i felt were good, so in my arrogance, I chose portions of some and adding my own works created a rather well laid out map.
My ego swelled because i received dozens of emails chastising me for decompiling the originals and using them in my own map.. All along these people never realized the compliment they were bestowing upon me. The maps are 100% my own creation, all made from memory.

Half-Life: Deathmatch Double_Trouble

by Orpheus
... My 9th and final release for Half-Life 1
This map was created for the snarkpit mapping competition, or at least one of them :)
The concept of the mapping tournament was "Opposing themes". This map combines rather well the ideas of space age with medieval.

Half-Life: Deathmatch Deja_vu_2

by Orpheus
... My 4th release.
Even though i was proud as hell with my first release, I was also not satisfied with it as far as its tribute to what i felt was one of the best levels in Doom II.. Now that my skills seemed up to the task, i decided to again to recreate the doom II entryway.. The differences between my 1st and 4th release are unmistakable.. The map now though, is only loosely based upon the Doom map, but one can still readily identify its likeness..

Half-Life: Deathmatch Deja_Vu

by Orpheus
... My 1st release, basically modeled after Doom II's entryway. The map was made only 3 weeks after my discovery of worldcraft 2.1
Upon its release I submitted it to the old Radium review site, where it scored a whopping 29/100.
Although it is clear full of mapping mistakes, I still look on it fondly.

Half-Life: Deathmatch Club_DRS

by Orpheus
... My 7th release.
Released in partnership with [DRS]Doomdog.

Half-Life: Deathmatch Apex_V2

by Orpheus
...My 6th release.
This map was edited slightly for the PHL mapping tournament.. All the glitches noted by critics were readdressed before this release.. the changes were few, but enough.

Half-Life: Deathmatch Apex

by Orpheus
... My 5th release..
Jeff Meyer was my mentor when I was starting out, he made quite a few excellent releases.. This particular map was one he was working on when he was forced, due to a new job, to discontinue map making.. He had sent it to me roughly a year i guess before i got up the courage to request finishing it for him. With his consent I endeavored to do so.. Personally I think its one of his very best releases, the critics disagree, prolly due to my contributions more so than his :)
In any case, I think its better released than consigned to the hard drive ether..

Half-Life: Deathmatch No_Patience

by Orpheus
... My 8th release.
At the time of this maps creation, the idea of making a high detailed map and retaining the concept of low r_speeds was in danger of going in the trash. With the advent of bigger and more powerful computers, many new mappers, misunderstanding how badly they were wrong, began creating monstrosities.. Horribly created maps were swarming the nets.. In an effort to rekindle the ideals, I created this map to show new mappers that you can have great detail, without sacrificing r_speeds.. Most of the smarter people acknowledged the concept, sadly a few people continued to release crap.. I suppose, you cannot win them all.