Snarkpit Maps Archive

Opposing Force (HL) Scorched (OP4DM)

by keved
INTRODUCTION:

Title : Scorched
Type : Opposing Forces deathmatch level
Date : 18th March 2001
Filename : keved_hl1_op06.bsp
Filesize : 4.1mb

CREDITS TO:

1) Valve/Sierra.
2) Gearbox
2) The Zoner compiling tools verson 2.5
3) 'The Mighty Pete' for the skybox. Used with permission. Website; http://www.geocities.com/petes-oasis/
4) '[DRS]Yak_Fighter' for creating the two APC vehicles (controllable guns added by myself.) Created especially for this map & used with permission. Email; yak_fighter11@hotmail.com, website; http://yak_fighter.tripod.com/yfrf/yfrf.html
5) Valve & Planet Half-Life, for awarding the Valve deathmatch version of Scorched as runner-up in the Valve/PlanetHalf-Life map making contest. The winning level (by Wolf) was included in an official Half-Life patch. For more info, visit www.planethalflife.com/contest/mapcontest/winner.shtm

INSTALLATION:

All 'Utopiaatoll' files into ..\half-life\gearbox\gfx\env\

All other files into ..\half-life\gearbox\maps\

PLAYERS:

4-16 players.

FEATURES:

Displacer & spore-launcher intentionally omitted - the weapons present fit in with the "realistic" visual theme (Sniper rifle, M249, Eagle, hand grenades, etc.)

The keved_hl1_op06.res file is for server operators only (to enable the custom skybox to be downloaded along with the .bsp map file itself.)

Counter Strike Assault on Pelham 123 (CS)

by keved
INTRODUCTION:

Title : Assault On Pelham 123
Type : Counter-strike 1 level
Date : 13th May 2000
Filename : cs_pelham123.bsp
Filesize : 5.1mb

CREDITS TO:

1) Valve/Sierra.
2) The Counter-Strike team for their great mod.
3) The Zoner compiling tools verson 2.5
4) A few custom textures used without permission from Quake 3 Arena, Unreal Tournament, & Kingpin. Apologies for ripping. Make sure you buy all 3 games if you haven't already done so!
5) Textures credit: the creators of the official texture wads included in Counter-Strike.
6) Textures credit: a few from each of the awesome PC games Swat3, Deus Ex, and Kingpin. Buy them if you haven't already done so. Please refrain from playing this map until you have.
7) Textures credit: the 'megawad' textures, compiled by Cremator.
8) Steve "Salamander" MacCullum for the police cars & textures. Used with permission. Email; steve-mc@home.net
9) An unknown author for the burnt out cars (which I altered to suit, and added the fires.)

INSTALLATION:

All files into ..\half-life\cstrike\maps\

PLAYERS:

8-20 players.

FEATURES:
  • Two sets of "maintainance doors" are locked by padlocks. Shoot the padlocks to open the doors.
  • A security camera system is available to help the Terrorists defend the building. The camera systems are located in two areas; one cluster beside the Terrorist spawn area (containing cameras that overlook the map exteriors) and a second cluster on ground level (containing cameras that overlook the map interiors.) The Terrorists can reach both clusters before the CT's, but if the camera system falls into the hands of the Counter-Terrorists, they can use it to help their attack.
  • All wooden boards covering windows can be shot-through, as can all openable doors.
  • Hostage rescue zones are placed immediately outside all exits of Pelham station. The Counter-Terrorists don't have to guide the hostages all the way back to the CT spawn point, just to an exterior area.
  • If both teams rush straight away at the beginning of a round, the Terrorists can reach any entrance to the building at least a few seconds before the Counter-Terrorists reach them. On the other hand, the CT's can exit the warehouse via either exit before the T's can get outside the building. This ensures the T's get a chance at securing & defending any entrance into the building, whilst the CT's have a chance to secure the area outside the warehouse & assault any of the entrance points without the fear of not making it out of the warehouse in one piece.

Team Fortress Classic (HL) Red Giant (TFC)

by keved
INTRODUCTION:

Title : Red Giant
Type : Half-Life 1 team fortress classic level
Date : 16th June 2001
Filename : keved_hl1_tfc05.bsp
Filesize : 2.3mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools version 2.5.3
3) Dietz for supplying TFC entities.

INSTALLATION:

All files into ..half-lifetfcmaps

PLAYERS:

8-16 players.

Opposing Force (HL) Red Giant (OP4CTF)

by keved
INTRODUCTION:

Title : Red Giant
Type : Opposing Forces capture the flag level
Date : 16th June 2001
Filename : op4ctf_redgiant.bsp
Filesize : 2.7mb

CREDITS TO:

1) Valve/Sierra.
2) Gearbox
3) The Zoner compiling tools verson 2.5.3
4) A few custom textures used without permission from Quake 3 Arena, Unreal Tournament, & Kingpin. Apologies for ripping. Make sure you buy all 3 games if you haven't already done so!

INSTALLATION:

All files into ..half-lifegearboxmaps

PLAYERS:

8-16 players.

FEATURES:

You cannot use the lifts in the opposing team flag room, only those lifts in your own flag room. In other words, once an attacker has collected the opposing team flag, he has to go the long route via the staircase. The defenders, on the other hand, have the advantage of using either of the two lifts located inside their flag room as a shortcut.

Team Fortress Classic (HL) Ceasefire (TFC)

by keved
INTRODUCTION:

Title : Ceasefire
Type : Half-Life 1 team fortress classic level
Date : 13th September 2001
Filename : keved_hl1_tfc06.bsp
Filesize : 2.9mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools version 2.5.3
3) Dietz for supplying TFC entities.
4) Layout largely based upon the golden-oldie TFC level Openfire, author unknown.

INSTALLATION:

All files into ..half-lifetfcmaps

PLAYERS:

8-16 players.

FEATURES:

Red & blue coloured lights are placed around the level at key locations (spawn rooms, no-mans-land between the bases, etc.) These provide visual feedback on the current state (on/off) of the red & blue laser security.

The area behind each set of laser security beams (where each flag resides) does not kill attacking players should they remain there when the lasers re-activate. This enables the player to throw the enemy flag through the lasers to a team-mate and adds an extra tactical option for attackers, negating the need to turn "off" the laser security until the defending team wise-up and kill the guy stuck behind the lasers.

Ammo & armour packs respawn every 2 seconds. Grenade packs respawn every 10 seconds. Flags return after 60 seconds if dropped.

Warning: if you attempt to enter either of your respawn areas whilst you are carrying the enemy flag, it will be removed & returned to its original position behind the enemy laser security. NO POINTS will be added to your or the team score. This is to stop lamers who ruin the game for everyone else by hiding out with the enemy flag in the safety of their own respawn rooms.

Opposing Force (HL) Ceasefire (OP4CTF)

by keved
INTRODUCTION:

Title : Ceasefire
Type : Opposing Forces capture the flag level
Date : 13th September 2001
Filename : op4ctf_ceasefire.bsp
Filesize : 2.9mb

CREDITS TO:

1) Valve/Sierra.
2) Gearbox
3) The Zoner compiling tools verson 2.5.3
4) Layout largely based upon the golden-oldie TFC level Openfire, author unknown.

INSTALLATION:

All files into ..half-lifegearboxmaps

PLAYERS:

8-16 players.

FEATURES:

Red & blue coloured lights are placed around the level at key locations (spawn rooms, no-mans-land between the bases, etc.) These provide visual feedback on the current state (on/off) of the red & blue laser security.

The area behind each set of laser security beams (where each flag resides) does not kill attacking players should they remain there when the lasers re-activate. This enables the player to throw the enemy flag through the lasers to a team-mate and adds an extra tactical option for attackers, negating the need to turn "off" the laser security until the defending team wise-up and kill the guy stuck behind the lasers.

The two sets of lasers kill all players. When bringing the enemy flag back to your base, use the door beside your flag to gain access to your base in order to capture the enemy flag.

Flags return after 30 seconds if dropped.

Opposing Force (HL) Assault on Pelham 123 (OP4DM)

by keved
INTRODUCTION:

Title : Assault on Pelham 123
Type : Opposing Forces deathmatch level
Date : 19th May 2001
Filename : keved_hl1_op07.bsp
Filesize : 5.75mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools verson 2.5
3) A few custom textures used without permission from Quake 3 Arena, Unreal Tournament, & Kingpin. Apologies for ripping. Make sure you buy all 3 games if you haven't already done so!
4) Textures credit: the creators of the official texture wads included in Counter-Strike.
5) Textures credit: a few from each of the awesome PC games Swat3, Deus Ex, and Kingpin. Buy them if you haven't already done so. Please refrain from playing this map until you have.
6) Textures credit: the 'megawad' textures, compiled by Cremator.
7) Steve "Salamander" MacCullum for the police cars & textures. Used with permission. Email; steve-mc@home.net
8) An unknown author for the burnt out cars (which I altered to suit, and added the fires.)

INSTALLATION:

All files into ..half-lifegearboxmaps

PLAYERS:

8-32 players.

FEATURES:
  • Two sets of "maintenance doors" are locked by padlocks. Shoot the padlocks to open the doors.
  • Security camera systems & monitors are located in two areas, one cluster of monitors giving access to the exterior camera system, the other cluster to the interior cameras.

Half-Life: Deathmatch Assault on Pelham 123 (HL1DM)

by keved
INTRODUCTION:

Title : Assault on Pelham 123
Type : Half-Life 1 deathmatch level
Date : 19th May 2001
Filename : keved_hl1_dm11.bsp
Filesize : 5.75mb

CREDITS TO:

1) Valve/Sierra.
2) The Zoner compiling tools verson 2.5
3) A few custom textures used without permission from Quake 3 Arena, Unreal Tournament, & Kingpin. Apologies for ripping. Make sure you buy all 3 games if you haven't already done so!
4) Textures credit: the creators of the official texture wads included in Counter-Strike.
5) Textures credit: a few from each of the awesome PC games Swat3, Deus Ex, and Kingpin. Buy them if you haven't already done so. Please refrain from playing this map until you have.
6) Textures credit: the 'megawad' textures, compiled by Cremator.
7) Steve "Salamander" MacCullum for the police cars & textures. Used with permission. Email; steve-mc@home.net
8) An unknown author for the burnt out cars (which I altered to suit, and added the fires.)
9) Scary_jeff for the Jumbot route file, included in the zip file. Thanks! http://www.planethalflife.com/scaryjeff

INSTALLATION:

keved_hl1_dm11.jrf into ...\jumbotwpfiles

All other files into ..half-lifevalvemaps

PLAYERS:

8-32 players.

FEATURES:
  • Two sets of "maintenance doors" are locked by padlocks. Shoot the padlocks to open the doors.
  • Security camera systems & monitors are located in two areas, one cluster of monitors giving access to the exterior camera system, the other cluster to the interior cameras.
  • When using the included Jumbot route file (.jrf) please note that the bots have trouble reaching the Gluon/Egon, which is placed behind sets of doors & padlocks. Make sure you shoot both padlocks to open the doors.

Counter Strike Source de_exit

Beta
this is my first map ever. the CT starts in a dark enviroment (as in the pictures) and the actual combat will take place in an indoor-surrounding. i have lots of stuff to do. but hopefully i'll reach to the end (:

Zombie Panic Source ZP:S zna

by Bloodix
Beta
essentially this map take place in a cult/resident evil apearance type of mansion. Though note this map is nowhere being considered to be a RE map. Im just going to give the house a sence of being dead, and ancient.

Right now im working on the source version of the map. still going to be a few months till I have the chance to release. I plan on releasing it the day ZP Source comes out, also im going to try to get the map on the official map list for the mod.

Update - 1/15/2005

iv uploaded a few new pictures of the map. lowered the light brightness a bit added blood to the map, and started detailing the 1st floor. still have tons of work to do though.

Update - 1/15/2005

Iv went ahead and uplaoded 4 new pics of the map.i changed the light colours from yellow, to a darker glayer colour. Iv started to add detail to some of the rooms to keep the rooms from being empty and dull. there arnt any pics of them yet. Iv changed the color of the fire light, and added a few around it to give it a redish-orange glow/light. and now using env_fire entity instead of the sprites. In the background of the second pic iv added a few pipes as well as water underneith.

Half-Life 2: Deathmatch honey

by ding
Beta
Honey (or "datacore219") is based on HLDM's map datacore. I am working on my brothers computer here because my screen died this morning -_-... a "Thank You" to him that I can continue with my work here :)