Snarkpit Maps Archive

Counter Strike Source de_ignorance (final)

Map Name: de_ignorance (release candidate 2 -final)
Release Date: 5/5/2005
Spawn Points: 64
Linux Data: Yes
Map Size: Approximately Italy/Dust + 20%
Theme: Dust
Info: www.screamingneurons.com/ignorance/default.asp
Screenshot(s): (see them on the web site)

This map is set in Iraq, in the old quarter of a sprawling city. It uses ideas from a number of the popular maps: cs_italy, (the apartment route) cs_militia (the tunnel route), de_inferno (gamble on which route the T's have taken and try to recover from mistakes), and it's largely based upon de_dust's traffic pattern (rush to center conflict area, and an underground tunnel), but with extensive additions.

I wanted a vehicle for my economic, social and political commentary, and a map rich enough in play value to hold their attention for a long time. Experienced players will be able to play this, and invest in getting good at the map with little effort. Newbs can take a cautious approach and still survive if they're careful.

The map is very fun to play. It is a large space, and that tends to make the game something other than a twitch festival. You have to do some thinking, or estimating of your opponents. Careful feinting will allow you to dominate your opponents. There are too many routes to cover cheaply, but many shortcuts to recover from bad guesses. The strategy uses a half-circle pattern with each route taking longer. Shortest is direct to the temple. The longest route is a hail-mary through the sewers that comes up behind the church at bombsite B, that forces the CT's to either waste a man and camp the position, or rush back to the area once they don't find the bomb - a weak T-team can regain the initiative by working together ratther than by just having better reflexes.

The apartments are a high-conflict area for grenades and close combat, but whomever holds the apartments has an advantage covering the routes to the temple bomb site. The bridge and the alley effectively turn the map into a figure-8, and opponents can come from just about everywhere at once. Smoke makes it worse and bodies end up everywhere. The Church is an attempt to recreate the B-site from de_mansion, with multiple exits and multiple levels and is very difficult to either take or secure. The strategy is to rush the temple, the A-site, listening for the T's on the way, then returning to the spawn, which is the B-site before the T's can hold the church. Extricating T's who are spawn camping is one of th best parts of the map. There is a single ak47 in a crate in the sewers in the dark, to make the first round or two a little more interesting. The sewer system runs the length of the map, is the longest route, and gives access to the underground ramp, teh top of the ramp, and the rear of the church, making it a close quarters battle area that Newbs will probably enjoy.

I have spent countless hours playing it. Timing routes. Editing bot navigation. Tuning it. It's a good map. You have to decide if it's a great map. But I think I succeeded. It PLAYS well. With bots. With others. I hope you enjoy it.

Thanks

Counter Strike Source aim_mist

by frisk
Aim map for source.

Half-Life: Deathmatch Warehouse Clash

Beta
This is my first try at mapping, but I think everything is going pretty well. The map is a huge open area with 2 main buildings, two towers, some rooms scattered around and a little underground area still being worked. I'm still having problems with the lights at the open area of the map, but the rest is working just fine. Can someone lend me a hand with the lights?

Jun/24 - 1<sup>st</sup></sup></sup></sup></sup> DM playable version. Still having problems with lighting, stairs underground fixed (height), some text lights added, textures from main building 1 revised, malfunctioning doors fixed, height of main building 2 lowered.

Jul/05 - Still having problems with lighting, windows (some breakable) placed, elevators to underground areas placed, catwalks and stairs places/changed, some crates placed, access to RPG fixed.

Aug/13 - Adding some traps and stuff. Work is delaying the development of the map.

Nov/1 - Stolen notebook made me loose the files I was working. Will try to decompile the map and restart it. :(

May/3 - The work started again.

Half-Life HL: Last Breath

for Half-Life 0
by bLuEMaN
This SP adventure was done for my Final degree in Computer Science in multimedia. It consists of 5 maps, 2 new weapons and a new final enemy, creted by a friend. I made the maps.

Counter Strike Source de_insursio

by Aono
Beta
Well this is pretty much my first map ever. So learning as I go, trail and error most of the way.

The setting is a set of warehouses and offices with connecting alleys and walkways in-between.

Map is still very alpha, but I'm trying to get a open beta out soon.

Thanks for looking.

(See forum post for higher res screens)

Half-Life 2: Deathmatch dm_Air_Hockey_Table

It's a working Air Hockey Table and in the background i put some arcade games most of them are Animated if you fall off the table your deadmeat this is a map i made for sof2 long time ago but didn't work out on sof2

Half-Life 2 Babble

Beta
Oh shiaaaat. HDD crash. It's all gone.

Essentially the spiritual successor to "Nadir." The Combine have descended upon a desert palace full of traps and glowy blue windows. As usual, you're the only one who can stop them. Crappy hacky bullet-time also included!

Using bastardized assets from de_dust, de_chateau, and de_tides, as well as my own inadequate manglings.

Counter Strike Source cs_assault

Beta
This was created out of me being fed up with pitiful re-makes of assault. If you're playing in source use it to its full extent. Granted, I'm not the bast mapper, i still need to work on getting the vis process down, but I think that I did a decent remake. Theres some new fun additions to this map. The CT's can destoy a junction box locate on the outside of the Warehouse to cut all the lights in the warehouse except for red emergency lights. gives a great new edge in gameplay. The T's can similarily destroy the satelite dish on top of the CT's intelligene building and knwo out their video feed. I would really love some feedbacka s this is one of my first semi-well done maps.
Note: The skybox and some of the smaller details are still being worked on, but the level geometry and lighting is done for the most part.

Half-Life: Half-Life Rally gt_ridgeracer

Beta
A recreation of the track from Ridge Racer.

Half-Life: Deathmatch Classic Aquaplex

Beta
A map based off of a deathmatch map for Quake2 on Playstation.

(Pre-Item Placement Stage.)

Half-Life 2: Deathmatch aquaplex

A complex with a deep pool in the middle. All areas around the perimeter are open and sniping is a definite option. There are many secrets throughout the map.

Half-Life: Half-Life Rally Alpine

Beta
A circuit around a small mountain range.

Visible size is 14336 units square (about 1.2 km square), course length undetermined.