Snarkpit Maps Archive

Half-Life: Deathmatch Floating" series

Beta
These four HLDM maps, FloatingPoint, FloatingLine, FloatingSurface and FloatingVolume consitute one of my playground themes for abstract architecture and light experimentation. They all have similarities in texturing (same palette, use of the HL glass textures) but are very different in layout and approach to gameplay. While not the prettiest textured maps ever made, they did help to "free my mind" and some of the ideas have been incorporated successfully into my more "normal" maps.
I have considered taking this theme into the Source engine with its use of lightmap grid and bigger brushwork geometry.

Half-Life: Deathmatch Antareus Core

Been a while since I actually FINISHED a map :P

Anyway, Antareus Core started out just as a little experiment with vertex manipulation and the like.. then it turned into a small arena. It grew, shrank, grew some more, and turned into this, all without using a SINGLE custom texture or sound.

Every minute or so the catwalks lower and a teleporter to the egon activates.

UPDATE 11/19/07

In the time since I've been here (damn addictive MMO's) Filecities has changed into Filexoom, died, been resurrected, and been redesigned twice.. I've updated the download link for this, what I consider my greatest mapping achievement.

Half-Life: Deathmatch dm_parking

Map is a low levels of science complex. There are parking, cannals, reception office, and other. As a bonus I can tell that there is a secret place in the map.

Half-Life: Deathmatch floracomplex

Experimental plants complex. Remember, "plants" - not warriors. That they are in this place - it was only my imagination, which appeared from paper to the computer.
There are 5 areas:
  • On the North is small room with plants and small hole in the roof. Also there is hidden in brushes enterance to the small canal. In center is compare to the H&K MP210.
  • Estern side of the map - it's storage with many crates. In this area is shotgun. Under the rooftop is control room.
  • Southern side of the complex - railway station. There also is "gauss".
  • In Western side is big room with plants - something like a park with river and lamps. Under the
bridge are "snarks".
  • Center of the map are bridges covered glass. Under the bridges is water where is "hornetgun".

Half-Life: Deathmatch understation

Underground train station.

If normal download URL won't work, try to use a mirror 1 link and if You could informate me by sending P.M. or giving comment.

Half-Life: Deathmatch Baal-Peor's Water & Power

Large multi-leveled arena for Half-Life Deathmatch, suggested for two to eight players. The killing ring consists of Gauss traps, exploding boxes and other obstacles. To get the best weapons you have to swim to get 'em but be careful, other players can flip the switch and fry you! Chock full of custom textures by Baal himself.

All comments welcomed!

Half-Life: Deathmatch Baal-Peor's Two Towers

Multi-leveled indoors & outdoor arenas including several elemental traps: two towers with baal-guns. A multi-platformed arena for vanilla Half-Life Deathmatch. 40+ new textures by Baal-Peor to enhance a fast-action, face-to-face deathmatch experience. Check it out!

All comments welcomed!

Half-Life: Deathmatch Baal-Peor's Edom Approaches

Based on an idea from 1995. Baal-Peor's Edom Approaches (aka: Babel's Concave Monastary) is a 2 to 4 player deathmatch level with no Half-Life textures at all. This medium-sized level features 55 new graphics to enhance your killing fun!

All comments welcomed!

Half-Life: Deathmatch Diner

by Ryandor
This is my second map that I've released.

Originally just thrown together for me and a friend, I decided to touch it up and release it. Since this was just a quick map, there's not a lot of optimization. R_speeds get to ~1000 in a couple places, but a decent spec machine should handle it fine.

Map details:
Basic small diner, with most weapons. Designed as a "king of the hill" where one person/team controls the diner and the other person/team tries to take it over. Ideal for 2 to 4 players. I may make this into a CS or TFC map eventually (especially if someone requests it), when I get a bit better at making maps.

E-mail me with any comments on the map, praise or criticism.
Any feedback is much appreciated: ry@ryandor.com

Additional screenshots on my site.

Half-Life: Deathmatch cxo1

by Ryandor
Beta
Originally this was going to be a hl2dm map, but technical limits on my laptop forced my hand into only creating this for hldm. Based on a part of the building where I(used to) work, this will be a medium map. A mainly indoor, multilevel playing field.
Preliminary brush work is complete, but lots of tweaking yet to be done. Textures and lighting barely started.
I'll post screenshot when I get a bit further finished. You can find more info (and my other maps) at my website.

Half-Life: Deathmatch Vent

by Ryandor
A map that I previously made, but forgot about. Completed shortly after my first two, vent is set in a missile silo control bunker. There are several secrets to this map, but it is pretty simple. All weapons are included, although a couple may be a bit hard to get to. I'd say 4-6 players would be about right for this map.
Keep in mind I completed this a long time ago, and just recently refound it. Comments, etc are welcome. I am in the process of starting a new hl2dm map that I hope will be released by the end of the year (yeah, I'm slow).
Additionally, I'd like to thank Mastermind for the Silo prefab. I just found the reference to credit!

Half-Life: Deathmatch Outhouse

by Ryandor
This is my first map. I started out with a theme (a mining area) but just turned into whatever. A bit of a learning cycle to try different things. It's a simple map, but has quite a bit of area to it. I'd like any comments/questions/critisism/whatever. Yes, I know my texturing sucks. I need to work on that a bit. I also think the weapons/items need better placement.

Map details:
Features an outhouse! Also has a "bunker" type lookout with a usable mounted machine gun. There's 4 breakable walls (one is actually a 'chute' type thing) for sniping (or whatever), a small trap (collapsing floor). 10 player respawns, one of each weapon (except 2 shotguns and 2 ARs) and at least 2 of all ammo types. Health station and various health packs, charge station (but no batteries), and lastly, a jumppack (not technically required to get anywhere, but can be helpful)