Snarkpit Maps Archive

Half-Life: Deathmatch reclamation

STORY:

The human invasion of Xen went all according to plan. The Nihilanth is dead, thanks to Gordon Freeman, and the Xen forces are in disarray. In order to control the border world the military built multiple bases in strategic locations and began hunting down the remnants of the Xenian forces. The G-Man, with both Xen and Freeman in his control, is confident that he has accomplished his mission.

That is, until contact with one of the bases was lost. Recon teams were sent in, but none returned. Now you've been sent in to see what has caused this mess. Hope you have better luck than those who entered before you...
This is my competition entry. I know it's got some problems, but I wanted to enter anyways :P. Depending on people's reactions to it I may fix up any problems and redo the lighting.

Half-Life: Deathmatch dm_sorrow

Deathmatch version of my unreleased FLF map and also my first entry for the 2004 Snarkpit mapping competition :) I've done the weapon placement myself this time round and it plays surprisingly well considering ;)

Half-Life: Deathmatch dm_pulse

After seeing ReNo's recent screenshots of his Paroxysm map, I decided to have a go at a sci-fi themed map myself as I haven't done one before. In my usual mapping style however, the theme changed totally into something different - so now it's no longer a space-stationy map (well I suppose it could be, it just depends on how you interpret it!). This will be my second entry to the 2004 Snarkpit competition.

Half-Life: Deathmatch Parralaxion

Well I've only just gotten up the last version of my map after fixing the error. Due to the nature of the map, VIS had a bit of trouble compiling it, taking a total of around 24 hours. This version or the previous one (not the beta) are both fine, I just had a small error, nothing significant, to fix.

So either this one, or if you've already downloaded the other one Lep, are fine. Of course i'd prefer if you used this new one :)
Sorry about the Link above everyone. The reason for it is that I am currently recompiling my competition map due to an error I found after uploading it. Due to long compile times it may not be done in time, in which case the download link above will be reactivated. If it is finished in time the link will go up and I'll let you know in here. Thanks.
Here's the finished product, and it took damned near 16hrs to compile on a P4 2.8 with a gig of DDR RAM, God knows why. Anyway its available for download, hence the link above, and is the final product submitted for the competition. Enjoy.
Here's a beta of the almost finished map, just some minor tweaking and a full compile to go. Once the finished one is released you can ditch this one.
Don't know why, but whenever I update my maps it never seems to work. Anyway, this map is almost finished and is one of my quicker creations, built over the last few days, and is my comp entry. It is an experiment in mapping different to the standard HLDM, eliminating walls and creating a quake like floating arena.

The setting is amongst the ruined pieces of an old building that have been blown from this reality into a parallel reality. They are suspended in a dark void and form the map. It is also surrounded by a spinning debri field, giving the impression of being in the middle of a vortex.

It's fast paced and frantic, the best kind of DM map, and allows for a lot of vertical and horizontal play. It also will require a lot of skill as one wrong move could send you into the void.

Everythings working pretty well, though the jump pads do have some issues. They only work correctly if you jump at them from the planned location. jumping on them from above will send you into the void and the trigger_pushes are not too friendly to rockets, sending them off course if not laser guided. Apart from that its pretty fun.

Still got some tweaking to do with weapon placement and lighting, but basically finished for the comp. Thanks
Well I've finally made some progress on this map, and its going to be my entry into this years snarkpit mapping competition. Still can't give away too much, but its coming along nicely.
This is a new map I have just started today. As it is quite early in its development I have no screenshots yet, nor any comments on the ideas to be incorporated, as I do not want to tempt anyone with some ideas from an as yet uncompleted map.

Anyway I'm aiming so far for a smallish death match arena styled map, with some unique architecture and mooding. There are also going to be some ideas in it that I have been developing since Blizzard. Keep an eye for screens coming soon and updates.

Half-Life: Deathmatch Flat KillBox

2004 mapping competition entry.

Half-Life: Deathmatch BigCastle

A large medievil castle with some intresting paintings..

Half-Life Issues: Casa

for Half-Life 0
by Hugh
Southern American villa complete with sloppily designed town, all for an incoherent map pack. Joyful.

Team Fortress Classic (HL) Riot

by Nugg3t
This is my first released map. It's a miniature Attack and Defend map for TFC with 4 control points: Alleyway, Fast food restaurant, Subway, and a building entrance.

I know the texturing is a bit wild, but I wanted to add the varied atmosphere of a city (not including the avanti textures, which are supposed to be from one city connecting to another). Another thing I'll point out is that the map is quite linear, making the last command point nearly impossible, even with a weaker defense. This is probably becuase of grenade spam into the subway. Well, anyway, just download, and tell me what you think, as I spent a while making it.

Just so you know, the tv in the restaurant works, giving an 18 second "news report." There's also a secret button that plays a music loop I made (1 min long, 600kb). Don't even try to understand them: Both are inside jokes.

Note: I had uploaded the devlopment of this map before, but while editing it, I selected delete by accident.

(Don't) Enjoy!

Counter Strike de_Zeus

by KIIIA
Beta
My newest WIP is a map with a crazy setting! The setting is a mix from Old Greece and Industrial Style , which means : Big greece temples next to rotten machines and industrial buildings!

From other Forums i know that it`s style causes different oppinions! Some like it , others don`t. One point , u can`t talk away , is , that it`s not a REALISTIC MAP for a REALISTIC MOD, but : WHY NOT? Does that fact kill the fun ? Not for me!

Gameplay: The map will be a DE Map with two Bombspots! After is finished , i maybe`ll release gameplay-modified versions ( SCout only , Shotgun Only , Mini_Zeus....we`ll see! )

Half-Life Lethal Median Teaser

for Half-Life 0
by ekto
Beta
You play as a man who switches between two alternate realities- He can't tell the difference between the two. This is a teaser for the mappack I am planning for HL2. It uses shaders (the Tron glow) for added realism, and makes use of mostly new textures, some made by me and assorted others, and more from Max Payne. As you can probably tell from the screens, I really like putting windows in the ceiling for some reason.

Half-Life: Deathmatch HL_Ivory

by DaanO
Beta
Recently i got a bit more into making textures with Photoshop, i've been wanting to make a small map with all homemade textures for a while. I had a picture in mind of some kind of ivory tower (explains the name), which was what this was built after. The map is quite small, filled with teleporters, many things are in motion, map even has a soundtrack. (Which doesn't even annoy me after listening to it for half an hour - yay!) Anyway, i made all the textures (skyline), models (animations, skins) for this as well, so i'm kinda proud of it. People have asked me what it is, but i don't even have a clue myself.

Day Of Defeat (HL) dod_bastogne

Beta
The battle for bastogne was a major turning point in the German Ardennes offensive. the 101<sup>st</sup> airborn was Trapped inside the city for 5 days by the 5th Panzer Division before reinforcments arrived, driving the Germans back.

In this map the allies must hold the city untill reinforcements arrive.
The map is fairly small, but it is planned that most of the buildings will be enterable, whith a large veriety of paths to each capture area.

update I still plan on completeing this map, but I think I will have to allmost entierly rebuild it.