Snarkpit Maps Archive

Half-Life 2: Deathmatch dm_nighthawk

An 8-12 player DM map with an urban theme and a mixed indoor/outdoor layout.
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01.02.05: Added a download link 3:48am EST - beta two is ready to get run through.

01.04.05: Put together a quick feature page. Check out more screenshots there. Posting a new beta in a couple hours.

Addendum: New beta is uploaded.

01.07.04 Uploaded beta four.
Comments/crits are as usual, requested and encouraged. Now has 13 (OMG unlucky) spawns and I think it would run 8-12 players decently. 10+ would be pretty intense, but IMO, still not too spawn camping crazy.

Got a bit of feedback from some individual testers, but no feedback from a full-on game. Hoping it doesn't run like an epileptic three legged donkey when the prop_physics start flying and there's 8 ppl in it.

Still has mistakes/unfinished zones, therefore the lonely +1% added to the percentage done. I mainly have been dealing with boo-boos and reworking existing stuff. For example, I finally have all four ladders working decently. :/

Still plan on Jan 10th release!

01.08.05 - OPTIMIZZLESHIZNATION in effect. This view http://andrewbakerart.com/hl2source/images/hl2dm_nighthawk_sh03.jpg used to clock in at 17 FPS. Bad, but performance-wise, that is the very worst part of the map you could possibly be at. Up to 25 FPS now with some smartey menz optimizing. This is on a AMD XP2500+ and a 9600XT, so I am hoping it will be acceptable into the future - and more optimizing should push it well over 30 FPS before I release it as final.

I had a person offer to host it for beta testing on a server last week , sent BETA4 but to them, but have not heard back yet... :(

01.10.05 - BETA FINAL. That's it. Last run around. next set of fixes and updates and this gets a fork stuck in it.
Took out all the logo-statue jibba-jabba in the street - I think the extra space will make it better for play, and replacing those func_physbox entities speed things up some. Done a large amount of converting geometry to detail ents - so much the .BSP file is almost 1MB smaller, even tho I have actually added more to the map.

I'd really love to hear if anyone spots mistakes, or just plain dumb stuff. Whew.

01.13.05 - I'm frikken done. Have at it! Final version is availiable for downloading and complaining about!

Half-Life: Deathmatch Lab17: Storage

When the subterranean river of slime was first discovered, along with its unearthly fauna and mysterious crystalline growths, a nameless branch of the government scrambled to install a research facility to explore its potential for military applications. Soon after construction was completed, the installation suffered structural damage due to the inexorable growth of the crystals embedded in the surrounding rock.

Warning/apology: I got a little carried away with the scope of the various Lab17 levels, and eventually gave up all hope of keeping the r_speeds respectably low (mostly because I'm spoiled by having good machines to run them on.) Consequently this level is a bit of a hog, and it won't play properly under HL's software display driver. It runs fine on a 2GHz Celeron with OpenGL. You have been warned!

This level is the first half of what was originally going to be SlimeLab; its companion level is Lab17: SlimeLab. For the complete SlimeLab history, read this. There is also a post-disaster version of Storage: Lab17: Flood.

Half-Life: Deathmatch Lab17: Flood

When the subterranean river of slime was first discovered, along with its unearthly fauna and mysterious crystalline growths, a nameless branch of the government scrambled to install a research facility to explore its potential for military applications. Soon after construction was completed, the installation suffered structural damage due to the inexorable growth of the crystals embedded in the surrounding rock.

Warning/apology: I got a little carried away with the scope of the various Lab17 levels, and eventually gave up all hope of keeping the r_speeds respectably low (mostly because I'm spoiled by having good machines to run them on.) Consequently this level is a bit of a hog, and it won't play properly under HL's software display driver. It runs fine on a 2GHz Celeron with OpenGL. You have been warned!

This level is the post-disaster variant of Lab17: Storage. Persistent earthquakes have caved in a section of the subterranean river, and the slime level has risen dramatically, flooding part of the complex. Much of what remains is running on emergency lighting: this is a much darker level than its predecessor, although quite a bit of effort has gone into ensuring it is not too dark...

Counter Strike Source fy_dockworld

by lambru
My first cs:s map. A tiny map i started as an exercise that i found very funny to play.

Funny to play with a few number of players and with any weapon: rifles as well as snipers or pistols. It's also good as a knife arena. Both hostages and bombsite are present.

spawns: 32
guns: any

Call of Duty Sillouette

Beta
This is a nice wide open stalker/sniper map at night (no its not pitch black if your wondering)

has some building that have a sort of crossfire feel but dont look like it at all... ser you'll see when you play

It looks great and plays great and we had heaps of fun on 6 player LAN

and on top of all that this is my first HL map =)

Enjoy and dont expect total n00b crap from it

Half-Life 2: Deathmatch dm_viocrow

by Vio
A small, simple fun map limiting weapons to melee (crowbar & stunstick) and slams. A few players having been asking for this sort of thing so I thought I'd have a go as my first public HL2DM effort. Supports teamplay with two 'camps' for rebels and combine teams.

Half-Life 2: Deathmatch dm_deck17

by Madedog
Beta
This is a remake of dm_deck17 from Unreal Tournament 2004, my favorite map. I have to remake several objects (like boxes) to look similar to the original ones, although I am not planning to use any custom textures, it will become out not-so-bright as original deck17. I searched the net and did not found it being remade for hl2dm... but I think it would make out a perfect dm map. I have already set the gravity to 300 with point_servercommand and it feels already like in UT. You won't get damage from dropping from certain heigths like in UT. I haven't figured out what I use for lava... :roll:

Screens are to come soon ;)

Half-Life: Deathmatch LavaLab

This is a research lab nestled precariously in the caldera of an active volcano. Above the close-study platform, enclosed in a cube of concrete, are three levels: storage, recreation, control. The only means of access for scientists travelling to and from the lab is the weekly helicopter drop to the helipad on the roof.

There are actually two variants of this level available. In addition to the full LavaLab, there is a post-disaster version, LavaLab: Erupt.

Half-Life: Deathmatch LavaLab: Erupt

This is a research lab nestled precariously in the caldera of an active volcano. Above the close-study platform, enclosed in a cube of concrete, are three levels: storage, recreation, control. The only means of access for scientists travelling to and from the lab is the weekly helicopter drop to the helipad on the roof.

This is a cut-down version of "LavaLab" (making a cut-down post-disaster variant of each of my levels is almost a tradition with me, these days, but this was my first.) The entire lab has been encased in molten rock, and is a lot more claustrophobic than the original...

Half-Life 2: Deathmatch gb_stadium

gb_stadium
By: StickFigs
Try to score on the other team using only your Gravity Gun and Crowbar! First to 8 goals WINS.

TIPS:
  • Use your crowbar to get rid of annoying goalies.
  • Jump up and shoot down on the ball at an angle to launch it upwards in the direction you are facing.
  • Use the curved sides to change the direction of the ball or to launch it onto the floating platform.
  • Shoot the ball into enemy team mates to kill them!
  • Use the jump pads to launch the ball over your opponents and into the goal!
---READ THE README IF YOU HAVE ANY PROBLEMS!---

Counter Strike Source de_haywire

Beta
Summary of the level

The map layout is fairly simple and compact with one main area
and 2 alternative routes. There are no really dark spots for
camping nor are there any sniper killing zones. All the good sniper
spots have at least one dead angle making them difficult to hold.
Yet it is still possible to use scoped weapons to great effect.
I've also made some fairly confined areas for those of you who
prefer the shotty : ).

Please check the readme for further details.

Counter Strike Source cs_militias

by Madedog
Beta
This is my try to remake cs_militia for Source. I haven't spotted a compentent one yet so... ;)
The architecture itself is almost done (just the house and backyard) and then I can start with displacement mapping. I try to work as fast as I can, since I hate when I have to do something for a very long time :D
The architecture is complete. Now only things left to do is to displacement map, texture all (you should comment the house more like... I just took screens from unreachable places to show you what the architecture looks like.
Right now I am working on displacement mapping. Tomorrow I'll probably finish it, get to texturing and prop placement. And then I'll see if anything else needs improvement.