Snarkpit Maps Archive

Half-Life: Deathmatch q1_dm4

by jpiolho
This map is a copy of the original one from Quake 1, dm4. The textures are from half-life. It can be played on Team or Free For All. The maps almost have no shadows, but I dint added or removed any light entitys from the original map.

Half-Life: Deathmatch Omni-Arena

2004 competition entry. The Omni-Arena is a large gladiatorial style arena with a twist. The fight begins within a rather confined area and only basic weapons such as crowbars and pistols. After 2 minutes of battle, the walls lower and the rest of the arena becomes accessible, along with more powerful weapons. A while later, doors open the way to corridors around the arena containing advanced weaponry.

Also, there is an all-weapons-barred spawnchamber, thwarting any spawn-campers from taking advantage of you. From there, pick a teleporter to be transported into battle.

Half-Life: Deathmatch air walk

by ct44
"not my first map"

small 10 player map with transparent death fan.

tip: shot transparent block under the transparent bridge.

please give me feedback if anyone plays it.

also please visit here for more of my maps.
http://www.geocities.com/thomsonchj/HLM.html?1129572614390

Half-Life: Deathmatch Medivo

Beta
Inspiration can come from anywhere. in the case of this map, it was a song that recalled a childhood memory: Jazz Jackrabbit, and the world Medivo. Medivo was this red planet, the third level of the first episode, that was like a planet going through an industrial revolution but still clinging to medieval architecture -- it's a bunch of castles made of blood-red slabs of rock that are filled with lava, flying swords, spikes, swinging balls on chains, and stainless steel pipes. The castle the game is set in is enduring a strong thunderstorm.

This map is set on my own little version of Medivo, using mostly standard textures. Like the original, it's a castle filled with lava and machinery. Unlike the original, it's 3D.

Lemme know what you think.

UPDATE 5/26:

MASSIVE redesigning. As polies began to surpass the 2,000 mark I had to delete rooms and objects.

The map is now set in some sort of monastery, with a couple of secrets and authentic gregorian chants emanating from "holy" places.

It also utilizes a nice lightning effect that creates images of the stained glass on the floor whenever lightning flashes, as shown in Pic 1.

Half-Life: Deathmatch Box O Cheez

Beta
Well... I decided to take a risk and reveal to the "upper-class" mapping community what I've been working on alongside Bloody Ore. After talking for a while with the <CHZ> clan leader he asked me to make a map for him. He just said he wanted a box with crossbows in it. In my mind the word "killbox" instantly appeared. I made the decision then and there to make something at least a step above killbox. I tried to make an arena.

The premise is simple: you start with just the crowbar, and have to club your way either to one of two gun turrets, or one of four towers that holds the crossbow. To keep it from being a "shooting fish in a barrel" match you start with the longjump as well. The hanging platform doubles as a DJ booth -- hitting switches turns on different loops I extracted from CNC series tracks.

I'm worried about revealing this map though, because of a few of Orph's words: "boxes with stuff inside don't do well around here". No matter how hard I try to conceal it.. that's just what this map is.

One good thing about this map I'm sure even Orph will appreciate is it got me a membership to an excellent clan -- they don't care about skill; just having fun, which is perfect for me.

At the moment the only way to get this map -- should you feel you can stomach it -- is to join the A Cheesy Place clan server when it's running the map.

Half-Life: Deathmatch Slagheap

A variant of Toxicity I may release either instead or alongside the original. Set in a steel mill, there is obviously an abundance of hot things -- molten slag, furnaces, steam, and the like.
Since it's based on an already mostly-complete level, the layout has already been established. In fact, it's basically the same as Toxicity, but with completely different rooms and textures.

More updates will be posted as changes are made.

Half-Life: Deathmatch A map in progress

by gorami
Beta
Generally iam trying to improve my mapping skills i would be gratefull for abit advice on the map. Ive just started making basicially its plains are to be a supermarket callled tesco. It consists of a car park underneath the shop and elevators and lifts up to the shop floor. At the moment ive bult a basic structure of the car park and need to work on it further just send your ideas and advice.Also if you know slough thats great youll know the setup of the tesco building.

Half-Life: Deathmatch Flatshaded

by ReNo
Snarkpit 2004 "Original theme" mapping contest entry.

This map placed joint third in the voted category despite very stiff competition. Its a tad too large and open for the aging HL engine, with the skybox using about 99% of the x/y grid in hammer, and most of that being taken up by a giant fully viewable volcano island. That said, it does run and can be fun with 3 or 4 people running around. Weapons and armour are dished out when you spawn as the map is pushing the engine enough as it without placing loads of items around.

Half-Life: Deathmatch Station #4

Here is a fast map for 2 players. Pretty high detailed (Look at the walls in the starting place =] ) and quite small. Each person starts in their own little room ,then comes out to fight in a arena thing.
Credits goes towards the maker of "Somewhere Else" for his texures. Enjoy =]

[Please click URL, then download from there. I dont think Freewebs allows hotlinking]

Half-Life: Deathmatch dm_control

This map is based upon 'Control' for Goldeneye64

Well, this is my competition entry for "HLDM Server Map"
It was in development for 3 days before the competition started as a little test map, but after i saw the DM potential of the main arena, i knew i had to enter it. So, a month of work later here i am, and here it is.
Maybe lacking some intricit detail due to lack of time, but no bugs as far as i am aware.

Look out for the 2 secret areas -

1) is a snark cave, specially made for Pepper (who i am now in debt to for making the models for HL:HS)

2) is the uber secret gauss room.
Comments much appreciated.

Half-Life: Deathmatch dm_stranded

This map won second prize in the TWHL deathmatch map competition

If you are planning on downloading any of my maps, please let me suggest this one...
With a constant criticizing eye watching over me making this map, bugs and errors were quickly flattened out.


The setting is on board a Ship which is dead in space.

The map is very big, but as far as i can tell, its not too laggy. Almost all of the textures are by me. All of the custom ones are, but i used a few official ones for trims, etc.
The map is very interactive with a range of buttons to press, each bringing an idea from an official valve map into a futuristic setting.

For example a button that turns off a force field releasing snarks :)

I spent absolutely AGES on the entity work, and i would REALLY like to know if it paid off... I beleive there are over 11 multi managers, and many times that number in entities...

I guess i'll just finish with something meaningful.

"What I'm trying to say is that something about your map came through the bad techniques. Some semblance of the Idea you had for this map came through nicely.

Now that you know a lot more about mapping, you should redo this sucker, proper-like."

-rowleybob, on a comment for de_spaceship3... my first map...

Well, you can picture this as the idea without the bad mapping techniques.. I have always wanted a spaceship themed map, and now i have made one which i am truley happy with.

---Shuttlecraft from V used with MuzzleFlash's permission---

Half-Life: Deathmatch Feculence

This is, I think, my best DM map to date. It is a nuclear waste processing facility located on a mountaintop. I have paid particular attention to layout, and keeping my R's down while deliver excellent visuals and a dynamic environment.
Weapons are fairly heavy, but all of the "big ones" are either difficult to obtain or hidden. I would suggest a player load of around 4-6 people.

r_speeds average around 800-900, but have a few peaks around 1100. Know issues include:
A weird star-like thing at the center of the main waste pool. Some instability due to maxing out on edicts if all of the env_shooters go off at once. I will need to reduce their number for the final release.