Snarkpit Maps Archive

Half-Life: Other... IA Vitriol

Beta
The best looking crate warehouse ever made!

Planning a redesign for the summer.

Half-Life 2: Deathmatch Residue Production

by Tactii
When run in teamplay mode, this is a double domination map (similar to UT2K4's double domination mode). A team must hold objectives A and B for 10 seconds to score a point. The map ends at 12 points.

The map's .vmf source is available here:

http://www.filefence.com/viewtopic.php?t=279

You can get a template to make your own double domination maps there, too.

Counter Strike Source CS16source *Beta4*

Beta
This map is a remake of cs16fighter(Unknown Author).
Total conversion by LeVieuxBadrush

CSS Server: 213.251.144.19:27018 pass:campeur

Feedback is welcome...

Counter Strike Source bunker_v3

Small Map with 2 bunkers on each side.

I might change it later on but its done for now.

Half-Life: Deathmatch [HL1DM]Cillit_Bang

by KIIIA
Hello again, my newest finished project HLDM Cillit_Bang is my entry to the ThW Oldskool HLDM Mappack.

Before dissapointment will occur while watching the screens remember:
-Wpoly Limit of 500 !!! in the contest
-Only HL Standard Content was allowed
-At least it`s HL1

This mappack`s focus was clearly on the gameplay.Optical aspect didn`t matter.So i gonna tell a few things about the gameplay:
Map is designed after the "always walk" principle which means that there are no ending points.There is a main centered 2 layered arena, whose 2 stages are connected by 2 ways. Those 2 ways provide ammo, health and the strongest weapons, so they work as a rescue from the arena and a restock place.
Only small gameplay flowbreaker is the airstrike room.The airstrike room is accessable from 2 sides and the airstrike will happen 40 seconds after the button got activated, so there is enough time for you to kill the original activator and rescue yourself.Map is designed for about 4-8 players.

Half-Life 2: Deathmatch dm_mortiza

by yesukai
Beta
Had an idea for an indoor map lit entirely by a single light_env. This means tall cielings with slots in them to allow light downward.

Currently, the basic layout is done. There are three levels. Playtesting has produced acceptable reviews, however, I have not had the opportunity to test with more then 3 people. I used half a million HINT brushes to improve performance as well.

Performance seems to be stable, so now I think I'm going to have to worry about redoing the displacments around the top. It just looks too boxy.

Half-Life 2: Deathmatch dm_nonameyet

by Natus
Beta
i got this idea about a combine construction site, with some high catwalks and such.
i also wanted the map to have a lot of 45 deg angles, but i realized that 45 deg angled stuff is rather hard to get fitting, but i think it turned out pretty good.
i still need a lot of lightning and cubemaps though, and fix my ladders.

in case you havent noticed, the map is not finished yet.

Half-Life 2: Deathmatch Dm_Alcatraz

Beta
At the moment im gathering concept art for the map. It will be an exact lookalike of the prison complex Alcatraz in San Fransisco. Ive looked at plenty of iages and think it will be an incredible map.

Ive posted up a few images of the initial concept for you guys to see, im gonna werk on this bad boy over the summer while im at home.

Half-Life 2: Deathmatch Dm_Compound

Beta
Maps looking good. A small secret combine installation, plenty of places to roam and things to do. Has a working crane, some cool architecture, some funky doors to the base that dont lag up the fps, or slow gameplay.

Has a teleporter downstairs in the bunker, plenty of places to see, good flow around the level.

Ok guys the maps up on rotation please critique any bugs you find on the map in the maps section. Im working on the final version atm so please playtest it hard :D

Half-Life 2: Deathmatch dm_casual

by Mouse
From the text file:

This is a smaller map fit for 4-10 players. More can fit in, of course. There's enough spawn points for everyone.

There's a top level which is a small city arena area, two sets of stairs on opposite sides lead down to a lower level that is a small subway station with a working train that rolls through the station every 15-20 seconds or so unless you press the button in the booth to turn it off. The train pushes the player into a forcefield causing death.

The architechture for the subway station is loosely, very loosely, based on a station in Montreal that I spent about 5 minutes in and can't remember the name of it. But it looked real cool.

Secrets: You can phys-jump onto the roof of the center building, there's a crossbow and two armor batteries up there. Best way to do it is to use the radiator.

Weapon list:
Combine Machine Gun - 1
Crossbow - 2
Magnum - 2
Rocket Launcher - 1
Shotgun - 3

Any weapon that you start with is not laying around in the level, but there is plenty ammo.

Enjoy.

Half-Life: Deathmatch wastestory

Beta
Wastestory is my first attempt in the area of deathmatch. I worked on it for two months after which I dumped it as a complete failure, but since it had a slight promise in it I've decided to resurrect and finish it.
The map itself is a fictious wasteprocessing plant with two similiar "areas" connected through a central yard. There are other outside areas aswell. I haven't playtested the layout yet, but I'm confident that there is atleast some vertical combat. The basic layout is done. Once I get the weapon placement done I will take a quick playtest of the layout with bots(sadly I can't do any better at this point). We'll see where this leads to.