Snarkpit Maps Archive

Half-Life 2: Deathmatch dm_apocalyptica

by SpiKeRs
A sort of factories/warehouse mish-mash (yeah I know doesnt sound original) but I've tried to go for a much more dark and gritty vibe (parts of the map were originally influenced by some scenes from the FEAR demo).

Half-Life: Deathmatch Church

by gorami
Well place of god off coarse and what scary place to play DM!

Half-Life: Deathmatch Labstyle

by gorami
Places for campers and places to explore a style of SCFI

Half-Life: Deathmatch Gorcore

by gorami
Fast 10n1 or 4 close up action abit like rapidcore.

Half-Life: Deathmatch Gorgall

by gorami
A gallery off coarse which work well with 4 or so players.

Half-Life: Deathmatch bloodbox

by gorami
Time for killing in this Bloodbath

Half-Life 2: Deathmatch dm_fuzbeam

Beta
Ok. It's "playable", as in there are spawns and items placed through the map. Whether you will be able to play it or not.. I don't know. It hardly runs on my computer. I think this map will fall into the same pit as dm_neon. I'll plan the next one a little better.

btw, go to the center control panel in the control room and use the button. it turns on the beam. the beam doesn't kill you yet, and doesn't spray fuzballs all over the place yet. i'm not sure if it will be possible even. cross your fingers.

Half-Life: Deathmatch Stamina

I finished this map a pretty long time ago but never really put it out. So check it out. Zepledelin (Chronon)

HL Rally Source hlrallysource_unnamed

Beta
A sneek peek at a work in progress map from HLRally:Source. Most of the models and textures are placeholders and will probably change, eventually.

Half-Life: Half-Life Rally Vernazza

Beta
Probably my final map for HLRally. Has been put on hold, I may plan on finishing it sometime when I get the chance.

Half-Life 2: Deathmatch DM_BocaBurgers

Beta
OK here it is: DM_BocaBurgers Beta 1.5
A Turkeyburgers Remake.

Download It!
Mirror 1

Major Problems:
  • Need 3d Skybox Outside of Window
  • Finish Unpopular Science Magazine
  • Need to make more book covers
Roadmap:
Finish Beta 1 series: Fix major bugs and gameplay
Release Beta 2 series: Finished content, Optimization and polishing.
Release Final (Early August)

Known Glitches:
Jumping into Red Teleport from the top of Bookcase results in self telefrag.
SLAMs are easy to abuse at teleport points, need to be removed.
Lighting could use some attention.
Hole in ceiling above computer.
Shadows "leak" through some shelves.
Some models are rocket but not bullet proof (COUCH!).
It is possible to trigger teleport effect, without actually teleporting.

What I would like:
Critiques, go ahead be vicious, the more you find the more I can fix.
System Specs and performance impressions.
Online testing to check for abnormally high lag.
Testing Telefrag (Kind of hard to do by myself).
Ideas.
Impressions.
Solutions.

Screenshots:
Screenshot 1
Screenshot 2
Screenshot 3
Screenshot 4
Screenshot 5
Screenshot 6

Thank you for your time, and PLEASE critique the hell out of it.

Half-Life 2: Deathmatch dm_plastic_beta_5

Beta
Preface

Please, keep in mind... This is only my second map for any type of FPS game. Constructive feedback is always welcome. Ripping me a new one is not.

This is not a killbox, nor is it like anything else out there really... Players either love it, or can't stand it. All I can say is it deserves much more than just a quick load up and two minute walk around in single player mode... You really have to play this map with several (good) people to appreciate just how fun and strategic it's gameplay is.

Thanks,
-Mike-

###

Map: dm_plastic_beta_5
Map Type: deathmatch
Rel: In a few months
Author: Mike Jones - [EM] Moike_the_Squid
Email: moike@squick.net
Spawns: Several
Size: Raw BSP 9.44 megs ~ Compressed ZIP 4.0 megs

###
  • Screenshots:
http://moike.net/dm_plastic_beta_5
  • Download ~ 4.0 Megs
http://moike.net/dm_plastic_beta_5/dm_plastic_beta_5.zip
  • EFNet #Motorcycles Server with the map in rotation
66.127.103.165 / moto-games.squick.net

Since this map is in the beta stages, Feedback is Greatly Appreciated...

### 01/04/2006

<<< See screenshots at http://moike.net/dm_plastic_beta_5 for the major updates. Most of the big updates are improved gameplay. >>>
  • The logic systems have been fully debugged at this point, I can't find anything else wrong with them. I'm sure someone will.
  • There are two new teleport systems that seem to work gangbusters for getting player flow around the map interacting better.
  • Weapons and health/batteries have been either removed or relocated as I saw fit to improve flow as well. I made some major physical changes to the overall map to clean things up a bit and add some new gameplay features.
  • The sniper tower now has a switch that will bust the glass window out of the trapdoor control room for 15 seconds. After this the window pops back in place and the switch in the sniper tower locks out for two minutes before it can be used again. The status of the switch is indicated by a green/red lamp. A map-wide alarm sounds when the glass breaks, and the four lights on the killing floor switch to red for the 15 seconds that the glass window is broken out.
  • The trapdoor control panel now has a 2.5 second delay on the buttons after the trapdoors reset. This is indicated by a green/red lamp. This prevents a n00b getting up in the control booth and just hammering the buttons and racking up trapdoor capture kills. Now the trapdoors take some timing and skill to use, not just blind luck.
  • Successful trapdoor capture kills are now accompanied by a map-wide award alarm, and the four four lights on the killing floor switch to green for 7 seconds.
  • The tram system is greatly improved, it doesn't kill you 1 out of 10 times anymore. Call button response time is about 75% faster now.
  • Overall FPS improvements, lots of eye candy, some texture work, lots of player clips added to smooth things out.
  • Semi-protected spawn points now. This was the biggest complaint about the last beta, My spawns were out in the open.
  • Soundscapes installed, server sound bugs finally sorted with ambient_generic entities.
<<< Things to do >>>
  • Lots of square rooms/corners and blocky surfaces still yet to be dressed with func_detail or displacements.
  • All the lighting prop_staics need to be installed.
  • All the ropes and cabling needs to be installed.
  • Textures and decals/overlays still need quite a bit of work.
  • Major bug with being able to see part way into the pipe room through the perimeter fence from the upper corner of the glass killing floor. You can also see part way into the tunnels leading to the pipe room from up in the sniper tower. This one has me stumped, I know it has something to do with the skybox texture being semi-transparent, and those parts of the map being close, and within line of sight. Hey... that's why the map is beta.