Snarkpit Maps Archive

Counter Strike cs_sinister

Beta
Update: Postponed indefinitely, will definitely port over to CS:S as soon as I find time this summer.

My first real attempt at a CS map for HL1. CT's spawn outside in a verdant canyon, and have to make their way into a sinister looking government facility that has been infiltrated by Terrorists. I'm proud of the architecture and texture lighting, but there were many areas of the base yet to be completed.

Counter Strike Source aim_remnants

I hate aim maps, and yet look what I go and do. One of my friends requested I make a map for his CS:S clan (remnants or some other silly name), and this is something I did over a couple of days. I'm not proud of it in any way, its just a fragbox with tons of props, and the theme is ripped heavily from the area in HL2 SP right before you get the buggy.

Even though I'm ashamed of this map, I decided to put it on my profile because I haven't put anything up (or done anything) in such a long time it makes me sad. I will not put up a download because I don't want anyone playing this.

I will however, continue to map for CS:S at some point. And I will do a real objective map with a real theme.

Please no comments! This is more of a cataloguing for personal purposes.

Half-Life 2 sp_awakening

Beta
Progress postponed until the end of the semester

My first foray into HL2 mapping. I decided I would try to create a single player experience, because I just wanted to be able to create a variety of locations unbound or constrained by objectives (a la CS:S) or connectivity (a la HLDM).

Much much more to come as soon as I find some free time this summer.

Half-Life 2: Deathmatch dm_comsci

Beta
I'm attempting to create a map with a lot of vertical gameplay.

In an attempt to focus on gameplay, I'm only creating the very basic brushwork. Once I'm happy with the gameplay I'll add textures, lighting, props, and more detailed geometry.

The theme of the map is undecided at the moment. Although I'm leaning towards the inside of some sort of Combine science testing silo.

I would appreciate any comments on the general layout so far. There is much much more to be done, and I'll be updating the screenshots as I go along.

Half-Life 2: Deathmatch dm_q3dm17

by Tz0m
Beta
I love Quake 3, and who doesn't? So I decided to completely re-make the level "Q3DM17 - The Longest Yard" from Q3 for HL2 DM. I had abandoned this project three years ago. I have a lot of free time right now so I dug up the map and decided to resurrect it. All textures will be the original content from Q3, as I want to preserve that game's look so-to-speak. The textures will all be normal mapped as well. I will also be converting the few models used in this level for HL2 as well. The current screenshots are very old; from when I first started the map. In a day or two they will be replaced with newer ones. As stated to the right, the latest this map will be done is by the end of August, 2008. Enjoy.

Note: Screenshots were taken w/ "mat_fullbright" set to 1 and no cubemaps.

Counter Strike Source de_infinisea

by Qwerty
Take cover by crouching into the water, go hide somewhere in a corner and wait for the perfect moment to blow someone's head off, or just simply try to blow/defend the little island.

This map is compiled with full LDR and HDR, decent lightmaps, cubemaps, and Valve-perfect Sky Lighting. The way vegetation flies off and disappears (not literally flying off many meters away and then just disappearing into the water; you must pay close attention to when this happens from a side view) may be funny to some people, though that's not what really matters, right?

I didn't know what else to add to this map - so player ideas or suggestions might really be helpful for possible future releases. I warn DirectX7 users that they may experience very bad FPS issues with the vegetation. Thanks!

DirectX Comparison Screenshots:
DirectX 7, http://www.hlrse.net/source/css/Qwerty/de_infinisea/de_infinisea_dx7.jpg
DirectX 8, http://www.hlrse.net/source/css/Qwerty/de_infinisea/de_infinisea_dx8.jpg
DirectX 8.1, http://www.hlrse.net/source/css/Qwerty/de_infinisea/de_infinisea_dx81.jpg
DirectX 9, http://www.hlrse.net/source/css/Qwerty/de_infinisea/de_infinisea_dx9.jpg

Counter Strike Source fy_cloudclash

by Qwerty
I personally will say this map will probably be boring. So here's your chance to leave this page right now.

You are inside a cloud, on a long, narrow, alley-way (doesn't look like one though). Both teams have a chance to fire off some blind shots, maybe get a kill. The map needs more than this, I agree. But here it is anyway. Enjoy! sarcasm

Counter Strike Source aim_arena2dm

by Qwerty
I originally intended this to be similar to some CS1 deagal crate-maze map, but I failed at the scaling, size of the map, and space between the crates. This is good with a few people - you can sneak up on some people in the dark and knife them, and you can jump up on top of the crates. See more screenshots at the related link.

Counter Strike Source aim_arenadm

by Qwerty
An open source map; you may add or alter what you'd like best in it. This is an empty version (and the first). Sorry - no screenshots, see my aim_arena2dm release.

Counter Strike Source cs_cluster

Cs_Cluster - Hostage Rescue
By Xenocide_X Mail: Xenocidex@gmail.com
Coyote.moozer.com
HXXL.xom

Spawns: 32
Hostages: 2
Map Size: Small

Point the extracter at your cstrike directory and unzip.

Description:
I got tired of seeing all the same old maps that all happened on one horizontal plane. No real vertical movement. Just huge 2D run arounds.
So I created Cs_Cluster for cs version 1. I made an extreemly fast paced map involving non horizontal firefights.
Appearantly I did something right because the origional is still beeing played today. I decided to start mapping for CS:Source, and Cluster is my learning curve.

This map is increadibly fast paced, and though it may not at first appear so, it is lots of fun too. Another one of my maps that is fun for no discernable reason.

Thankyou for downloading, feel free to e-mail me or find me in the forums at coyote.moozer.com or hxxl.com.
Xenocide_X

Opposing Force (HL) op4_retribution

Beta
This is a rebuild of one of my first Opposing Force maps that was never released. Set in an old space station that was abandoned many years ago. There isn't much to show right now but I'm excited about this and wanted to get it posted. All suggestions welcomed.

Half-Life 2: Deathmatch BrokenPalace:Source

by Finger
Beta
This is a remake of Broken_Palace - my most successful Halflife 1 map. Sofar, the theme is really shining with the new layer of 'next gen' polish I am able to apply with the Source engine. I'm currently creating new textures and finalizing layout changes. Playtesting should begin soon.