Snarkpit Maps Archive

Half-Life: Deathmatch 6000_6v6

Fun map full of secrets. This is another version of 7000_7v7 except this one has a ton of secrets, and even more custom textures. More sounds were also added. Enjoy finding all of the secrets!
Many of my other maps can be found here:
http://www.poopmesa.com/forum/forums/twitchs-maps.45/

Half-Life 2: Deathmatch DM_Zest

Star map!
DM_Zest is a Half-Life 2 Deathmatch map created for a challenge at MapCore.net. I created all the art, except for the foliage and skybox. Most of the textures were recycled from my Zest Foundation UDK Scene, but some were created exclusively for this map. I got the first place.

I wrote a making of of this map which can be read here: http://thiagoklafke.com/makingofdmzest.html

Half-Life: Other... Dream by Skals

by Skals
I created this small mod for the TWHL.co.za Competition 28 - Map a Dream, which ended on 30th August, 2010. The original concept was to create a really dreamy map of any theme, which would be judged by not only geometry ambience and game play but also the dreaminess of it. This map achieved 3rd place.
See the competition page here:
http://twhl.info/competitions.php?results=28

Note: It comes in mod format for Half-life1, and Is originally intended for steam Half-Life only.

Edit: Sorry for the bad image, I will get a high quality one later on.

Half-Life: Deathmatch 7000_7v7

Inspiration for this map came from 2000_2v2 by Jake. I used to play that map all night pestering other players that didn't know the secrets of the red room. For the other players that knew the secrets, it became a battle of who could hold the red room for the longest and keep the others out of there. Many times this was easy and fun to accomplish if you had a team mate or friend in the server to help so one could watch red room and the other could watch the back halls.

This map was was built from the ground up. There was no decompile of the original map because I wanted to ensure the map was built better than before and I wanted it to run better than the previous version.

7000_7v7 is pushing the limits of the goldsrc engine!

I created several animated textures, a ton of other textures, and used textures made by several other authors of which I have listed in my readme file included with the download. Please forgive me if credit is missing.

The map will be running 24/7 on the POOPMESA.COM Map Test Server for a couple weeks so people can check out the map and download it from the server. Fast downloads are enabled.

There is a large amount of differences between the original version and my new 7000_7v7 version. I did a lot of changes to ensure the map had better r_speeds and for the most part, it does! I improved many aspects of the map and added a ton of new secrets that will be hard to find. The map will be amazing for a lan party! Get the old-school half-life players together for this map and have some fun!

To those waiting for the map release, I am sorry it took so long! There were several bugs that took me a while to figure out and several ideas that took me a long time to implement because I they were somewhat complicated compared to the things I have done in the past with half-life entities. The goldsrc engine has its limitations and that made things tough to implement.

I hope you find the map enjoyable!
I posted here as well:
http://www.poopmesa.com/forum/threads/7000_7v7.863/#post-969

Counter Strike Source dev_nuketown17

Beta
CoD 7 Map Nuketown for Counter Strike Source | Created by dafatcat.

I didnt like the "simpsons" color that was used for this map so I decompiled the map and stole the houses and basically everything else and retextured everything, changed the angle by the two houses so it doesn't align to eachother if that makes any sense?

sorry for not asking for permisson dafatcat but now the damages is allready done.

you can download the original map from http://cssmods.com/?p=270

and yeah, hope you and your friends enjoy.

Opposing Force (HL) Overload (Op4RA)

Beta
Updated to Beta 5

This is a 2-8 player deathmatch arena (22 spawn points total). The map consists of three major areas connected by a wide-open loop. Every weapon except the penguins is present, although the more powerful weapons take extra effort to get.

The map also contains a set of power-ups. 2 Regens, 2 Longjumps, 2 Armors, and 1 Death rune.

This map needs playtesting! Please help!

Portal Zein_Portals2

for Portal 0
by Zein
Ready for Portal 2, Ho Ho Ho Ha Ha, funny... To be REALLY ready for Portal 2, you must first beat zein_portals2!!! Yes thats right my unlegendary map has a sequel, no don't worry little boy it's harder and looks a shit ton better.

It also ties in with the beginning of Portal 2, did I work with VALVe...? .... maybe...

INSTRUCTIONS:
You have to download the map, put it in your C:\Program Files\Steam\Steamapps(USERNAME)\Portal\Portal\maps

Once ingame enable console by going into options keyboard, advanced, and enable console.

Go into console and type 'map zein_portals2'

Half-Life 2: Deathmatch dm_saltmine_beta

Beta
Hello everybody!
I started this map 2 weeks ago as a middle-sized building with two floors, that was my original idea. I wanted to create something
that will offer fast and good gameplay for 1v1 and 2v2, and something with unusual appearance, a fresh theme. I chose the wooden style, because I have never seen any HL2: DM map in this style.
I wanted to use rocks like an environment, but the textures I chose didn't look much like rock but more like salt.
That's where the name "dm_saltmine" comes from.
This map is for fast 1v1 and 2v2 in a bright and open environment. Enjoy it!^^

Opposing Force (HL) Kevlar (Op4RA)

This map is roughly based off of my favorite map of all time: Op4_Yard. I have attempted to keep the basic layout the same and yet make something very different. It is the first Op4 Rune Arena map I have made, and as far as I can tell, the first one ever created. The ability to add Runes into Deathmatch was added shortly before Op4CTF was broken by Steam. The map contains six Runes, Four Armor Runes, an Ammo Rune, and a Damage Rune. Kevlar is designed to run with MP_Multipower set to either on or off, but it should be noted that with multipower on, a single player could load up with armor, damage, and ammo runes which could be very un-fun for the rest of the players.

Half-Life 2: Deathmatch dm_ob_attack_house_tsgk

Map Name: dm_ob_attack_house_tsgk
Developer: gtamike_TSGK
PLAY ON TSGK Servers: V, XV, XIX, XXVIII, XXIX, XXX, X
PLAY ON GTAMIKES Server: 178.32.28.183:27015

This house map is like no other house map you have ever played for Half Life 2 Deathmatch.
Below is some information spilt up to in brief sections, so read the areas that interests you most.

**THEME**
It's a nice sunny day and the house looks fairly normal from a quick glance, until you
have a closer look around. Inside there's lots of blood, dirt, TV's sparking and wall
paper damaged. Then you will start to notice there's alot of death around you, dead
bodies in the bath/freezer, burnt skull in the fire place, someone in a picture killed by
sharp spikes and a hanging body in the tree near by. Also many traps that surround
the house that has been used and still can be manually activated from a press of a button.
Welcome to Attack House let the Deathmatch or Team Deathmatch Begin!

**GAMEPLAY**
Attack House has been highly tweaked to be balanced and have fast gameplay.
The weapons, health and suit items have been well placed so you have to keep
moving around the map, this gives the map good flow and cuts players that camp
down. there's loads of escape options you can use if you're under heavy fire,
e.g. open doors, jumping out of windows, using near by air vents and some teleporters.
Every side from the outside of house gives options to jump onto the house.
Here's a video to show some of the jumps you can pull off ingame.
http://www.youtube.com/watch?v=I64GuvhoyN0

**INTERACTION**
There are lots of things the player can interact with that gives the map character and
makes it more memorable. E.g. pressing the door bell, flushing the toilet, fully
working radio, a mask that follows and slowing regenerates health, explosive drink
cans that spawn from a vending machine, canisters that fly's around the map when
the player shoots caps are shot off, even killing the pond fish and much more!
There are some secrets in the map that adds to the fun and can be used to change
your playstyle. One example would be the hidden teleports in some walls for quick
getaways if you need them. There's some hint poster messages around that gives
you a good idea how to find secrets, like in radio room to use for your advantage and fun.

**GRAPHICS**
I've spent along time giving this map a good level of polish. From making the walls,
tiles and water reflecting perfectly how I want them to with well cubemap placement
and the right settings. To small things like adding much more detail to the textures for
when people look up close and a new remade sun. Also dust to the lights inside the
house with good light sprites and overall lighting to the map. As well as other effects
like color_correction (<--- needs to be enabled in video options) and other graphical
improvements I have made. The map has been fully optimized so new effects will not
have any big impact on frame rate. Don't forget to enable the new ob multi core
feature in video options to take advantage multi core rendering and better fps boost.

Enjoy and feel free to add comments! :)
http://tsgk.com
http://www.gtamikes-maps.piczo.com
_________________________________________________

If color_correction is not working on your server because it's pure add this line to the pure white list.

materials\color\... allow_from_disk
_________________________________________________