Snarkpit Maps Archive

Counter Strike de_nooba

by nooba
Very small dust type map at night... called it nooba (my nickname :) ) cos I aren't good at making up names :S

Half-Life: Deathmatch n_xen

by nooba
A very small xen DM map I made a while ago, there are a few faults like when you fall of the level it doesn't kill you.... and it is dark.. (i probably shouldn't be putting this here because it isn't complete.. the only reason for that is the .rmf got deleted :| .rmf's hate me for some reason :'( )

Half-Life: Deathmatch n_storage

by nooba
This is my first real DM map i've made and released on the internet, it has 12 player starts, and if you find any glitches with it contact me... :) comments welcome.

Half-Life: The Specialists TS_Advetel

by Perin
This is a lobby to a hotel that I created. I used the reflection method like the tutorial I created; Reflective Surfaces. The map is for TS and will probably only support a 2-3 player battle. Please let me know any ideas you have for me to change it in any way.

One thing to notice is the r_speeds; they are high because the map is there two times for the reflection effect.

Also, the map has been updated with some more detail than what those pictures present.

BETA 1 - Map Released :: March 15, 2004
BETA 2 - Map Released :: March 16, 2004

Half-Life: Other... SS Erebus

by DudeTor
Beta
A fully detailed (interior and exterior) tanker for a mod called 'Directive-E'. Perin and I made this for a mod we were working on. Max wpoly is just above 2000 when standing at the bow. The holds, if we continue to work on it, will be a separate map.

Half-Life: Other... SS Erebus

by Perin
Beta
Well, this is another co-work between my pal DudeTor and I. It was originally for a mod the two of us started with a few others called 'Directive-E'. DudeTor and I went nuts on this map and just detailed like crazy. It has a complete inside, engine room, bow and... well, it's pretty much complete except texturing and lighting. We compiled the map as all 1 texture to see the r_speeds after compile... they hit somewhere around 2000 standing at the bow.

This tankers nickname is "Tanker Pimpage" (DudeTor)

)

Half-Life Sewers

for Half-Life 0
by Perin
Beta
This is a sewer map I just found. It's an old (VERY OLD) map using just HL textures. I managed to find it on an old cd, along with several other maps. Maybe I'll take look for some more old compiles or recompile some, heh.

Half-Life: Other... RETE_Restaurant

by Perin
This is a map I submitted to 'Resident Evil: The Escape'. This restaurant is an area in which the player finds an 'enemy' and battles it out.

The restaurant consists of a washroom, a bar, a split-level dining area, a kitchen and a walk in freezer.

Half-Life: Other... RENS_Mansion

by Perin
This is a map I made for a mod that a few guys and I had started called 'Resident Evil: No Serenity'. This mod was going to take place in several areas of a town, a river, a mansion and much more. The mod was stopped due to the announciation of HL2.

This map is the entrance to the mansion which we were going to use.

(don't mind the Gordon model)

Half-Life: Other... rens_copstation

by DudeTor
Beta
Co-work between myself and Perin. This one of the other "Resident Evil: No Serenity" maps that we made during the short lifetime of the mod. It originally quite huge but I've only textured the police garage.

Perin did the layout/brush work while I textured it. We made all the maps with high rspeed count, only because of the static cameras in our mod.

Half-Life: Other... RENS_CopStation

by Perin
Beta
Co-work between myself and DudeTor. This is one of the other "Resident Evil: No Serenity" maps that we made during the development of the mod. It is a large map with a lobby, morgue, office complex, an interrogation room and much more. DudeTor had only got around to the texturing in the police garage.

I did the layout and brush work while DudeTor textured it. We made all the maps with high r_speeds and details, only because of the static cameras in our mod.

Natural Selection (HL) NS/CO_Xedeph

by Perin
Beta
I decided to combine my NS_Xedeph and CO_Xedeph to make one map. It will probably be a CO map in conclusion.

Downloads to come.