Snarkpit Maps Archive

Counter Strike cs_castle_night (Version 2)

by Kampy
The theme of cs_castle_night can be seen in it's name: it's a castle at night. You can't actually walk into the castle it plays on the outside of it mostly.

The map is devided by a river with two bridges. From the view of the bridge which is not passable the left side of the map is where the Counter-Terrorists start. There is a garden which is surrounded by high walls and in the middle there's a kind of entrance building which seperates the garden in two parts. The river flows under the two bridges and after that under a part of the castle. The river can only be passed by using the bridge or walking through this building. On the right side there is the Terrorists' base. The right side is completely blocked through a high wall where only a big open gate leads through which is at the end of the bridge. The Terrorists' base consists of a market with some booths and a sword store plus the castle entrance with a defence wall. If you walk through the building under which the river flows you pass through a collapsed chamber where you can climb up a bed which is stuck between rubble. There's one door leading to another room with a table and two chairs which is open at the other side it. At the open side there are stairs leading down to the Terrorists' base. There's a fountain and a broken gate which leads to the market place. All in all the grafic looks good, there are no errors and it has a nice castle atmosphere.

There are three hostages in this map: one at the fountain and the other two at the defence wall locked up in small cells. The gameplay is like this: the Counter-Terrorists can access the roof of the building in their base and with it the high walls either through the crates, a broken part of the wall or a plant next to the well in their base. From there you can perfectly give covering fire when the team members try to storm the castle through the bridge. Using the bridge is quite dangerous though. There are always Terrorists standing near the big gate on their side and a use of flashbangs and smoke grenades is a good choice. The other way through the passable part of the castle is good for three things: helping the bridge users by giving covering fire through the windows through which you can look at the bridge, rescuing the hostage near the fountain (in the collapsed chamber begins the rescue zone already!) and its perfect for attacking the camping terrorists from the backside. You have a good chance of rescuing all the hostages if you rescue the single one at the beginning of the round. The terrorists have a lot of camping positions for example in their base at the defence wall or the sword store. Of course you can also use the part of the castle as a terrorist to attack the hostile snipers from behind or through the windows. The gameplay is absolutely balanced and great fun it you know all the tricks. For a counter-strike map castle_night is pretty small and I recommend you play it with 6 players at max. A small problem might be the r_speeds (reach 1000 at a few positions) if you have an old computer it might be a little slow at some parts especially the CT-base with the sniper positions. I havent had any problems yet though. This is my favorite custom Counter-Strike map and I love to play it. Download now!

Counter Strike Pine_hills

by Kampy
I made Pine_Hills for a modelmaker who made me the Deuce model in return. He gave me a lot of room for my own style, he only said: there has to be a river, a bridge and some hills that are passable. So this is actually the map describtion already: there are some hills which where really hard work when I made them and a lot of trees which actually dont look like pines (but I liked the name) and some crates. There is no CS goal in this map - you have to kill the enemy. The map is good for sniping, but is not as most of these fun maps restricted to it. The usual gameplay of this map is that the terrorists camp and the CT storm the front coz they have got more cover. The terrorist can also storm before the CTs can see them which is also a good strategy. The battle is mostly faught at the river - there are several crates to take cover on both sides - or its a sniper duel, then it can be anywhere on the whole map. The gameplay is balanced due to many beta tests. This is a pretty small fun map with a nice atmosphere and a fair gameplay. The R_Speeds are a little too high though, I can only recommend this to owners of good computers. 6 Players is the absolute maximum of players this map can handle by the way - more would be a total mess.

Counter Strike cs_fat_mansion

by Kampy
I made cs_fat_mansion, because Im a cs_mansion fan and there were so many aweful mansion clones that I had to create a "fat" one! So this is it.

The complete area is a little smaller than the original mansion map. As a counterterrorist you start on the street behind some walls and hedges. You can walk through the typical hole in the wall, through the main opening, through the sewer tunnel or, which is new, climb the hedges and enter the mansion through a window. The garden and the mansion itself are totally changed. The garden has some small and big hedges to take cover and a garden shed which blocks the view on the hole in the wall. The three hostages and the terrorist are inside the mansion. You can access the house through the front and back door, through a side and back glassdoor, through a side window with a ladder-like plant growing there and through the window which you can access through the hedges.

Two of the three hostages are on the first floor and the third is on the second floor. There are three good ways to rescue the hostages: you can easily rescue them through the sewer tunnel or through the back glassdoor and then through the hole in the wall or you can try to use the front door which is a little risky. Although this map is a little small and has much action it happends more often than you might think that someone rescues all the hostages. The map usually plays like this: the terrorist camp at the windows or hide inside the mansion or sometimes use the flanks to surprise the storming counterterrorists. The CTs try to sneak into the mansion through the side or back doors, storm the front door as fast as they can, dare to go through the attic window or help their team mates sniping on the hedges or in their base. Sometimes there are sniping duels of CTs sitting in their base and terrorists sniping through the kitchen windows. The gameplay is balanced in contrast to the original mansion but becomes very hectic when you play it with more than 4 people. For a counter-strike map cs_fat_mansion is pretty small and I recommend you play it with 6 players at max. The r_speeds are great at all points of the map and the map looks cool and much better than the other mansions except for estate perhaps. CS_fat_mansion is very popular and got 8 points at cstrike.de so you better download this!! :)

Half-Life: Deathmatch hl_Entryway

by Kampy
This is a medium sized map which is a remake of the Doom2 map "entryway" or as most Doom2 multi-players know it "MAP01" out of the DWANGO5.wad mappack. The textures are self-made by me, I made screenshots of the original Doom map and converted them to HL textures. I also added some of the guts which the doom space marine leaves when he's totally splattered and a new sky which is orange and looks cool in this map. The map consists of several corridors and rooms, one tall cave and an outside area. The weapon placement is the same as in the multiplayer doom2 map with a few changes. There is much place in this map so you can play it with a lot of players and this is a great map if you want to play Adrenaline Gamer with for example "Arena" or "Arcade" mode. If you know DWANGO5's MAP01 then you should really check this map out, for all doom fans and everybody who likes maps with a lot of free space - check this out.

Half-Life: Deathmatch Mana_Home

by Kampy
This is a very small map with a secret of mana theme (for those who dont know: this is an old, great roleplaygame for super nintendo). The textures are taken from screenshots of the game. The fun about the look is that the textures are made for a 2d game, but they are transferred on 3d objects. Thats why the sky is just a blue brush which some guys criticised, from my current view I'd say - yeah I should have chosen a HL sky, but it doesnt look too bad so that it would effect the fun you have playing it.

The map itself consists of a house with two rooms and a garden. You can access the house through the front door or a side door on the second floor. The two rooms are connected through stairs and a hole in the floor of the

upper room. The map plays very hecticly, because of its small size.

Due to the size of the map there are no heavy weapons in it. Most of the time you use the crossbow, shotgun or the machine gun. There are useful items placed on crates which you can only jump on with the longjump. To get the longjump you need to do some difficult jumps which take more time than you usually have in this map.

All in all I think the map is lots of fun and if you like tiny hectic maps and/or Secret of Mana then you should check this map out.

Half-Life: Deathmatch mana_home

This is supposed to be a house of a Secret of Mana village. There are 2 floors and a garden.
Its fun so check it out yo!
Never forget Secret of mana!

Half-Life: Deathmatch sweet_home3

by Kampy
This is a tiny map with a flat theme (I reconstructed my flat). This is a remake of Sweet_home2: the worldcraft file had been lost and so I completely reconstructed it without decompiling it. Sweet_Home3 looks much better than Sweet_home2 and it has some small gameplay improvement, like for example you dont have to jump to get into the cupboards anymore. The grafic looks top-notch now and the atmosphere is even better than before. The gameplay or should i say the carnage of this map rulez. There are five rooms connected by one corridor. There is a bathroom, a living room, a kitchen, my parents room and my room. The item and weapon placement is fatal - there are all weapons in sweet_home3 except for the glueon and imagine someone using the bazooka in this small flat :-) There is absolutely no chance of surviving in this map with three people and you really gotta have a huge skill difference to survive it with two. All weapons are used, cause in every room there is another weapon and you just take the one of the room in which you start. I think the map is lots of fun and if you like tiny hectic maps this is the right map for you!

Half-Life: Deathmatch Room_of_Doom

by Kampy
This is an arena type map with a quake or doom look. It had been a map of the "Operation A.M.O.K." mod which was canceled some time ago. I took the 85% ready map and completed it for Half-Life Deathmatch now. The architecture of the map is very complicated. The whole map is round and doesnt have a straight floor which was very hard to build with the HL engine. The R_speeds are a little high because of that ( 900). The gameplay is typical arena gameplay, you start grab a weapon and shoot into the middle of the arena. This is great fun and there's another cool feature of the map: at one side of the arena there's a wooden cross which you can turn around by using it. This causes a great explosion which kills everybody on the whole map. The only way to survive this explosion is to step into one of the teleporters and beam on the top of the arena. Then you have to crouch in the middle of it so you wont be caught by the explosion. Basically Room_of_Doom is one big cylinder room with 2 floors and a small position at the top of it. To get into the second floor you have to go through a small corridor where you can find some goodies. The teleporters are on the second floor. Both teleport you into the main teleporter room where you can choose if you want to go on the top of the arena or in the middle of it at the bottom. The itemplacement is like this: there are machine guns and shotguns next to each other placed at the starting points inside the arena hall. In the middle at the bottom there is the crossbow and in the corridor you find Colts, health, a battery and the longjump. Find ammunition in the teleporter room and the bazooka at the top of the arena. All weapons are regulary used in room_of_doom. Its a good choice to hide at the first floor with the crossbow, but if you do you are likely to die when someone turns the cross. All in all a cool arena map with lots of different weapons used and great for arena deathmatch or adrenaline gamers.

Half-Life: Deathmatch 1337_street

by Kampy
The name "1337_street" says two things about the map: it's a street, it's for 1337 players. Basically it's a street with seven houses four of which can be entered and two cars. The fun at this map is that you can jump around with the gauss and fight on the roof tops - the taucannon is placed in the middle of the street with four gaussclips. Another great fun point is the accessability of the houses. Once you touch a door a sequence starts and you receive the crossbow + ammo, a health kit, a battery and get teleported into the house. In these houses you can break the windows and snipe around. In this map there's a lot of action all the time, because actually the map is one big room - some said it was a killbox (grrr). The map doesnt look as bad as a killbox although it's a simple look with little details, but the r_speeds are very good for the structure of the map (max 450!). The weapons Glueon and Beegun are missing which is a pretty wise decision otherwise the map would lame a lot. The mostly used weapons are the taucannon, shotgun, RPG, colt and crossbow. When you leave a house through its door you will get the LongJump. This map is big fun for a game without lamers, it's for people who like flying around with the gauss and sniping through windows and have a lot of action all the time. want a Fun-Map? download now!

Half-Life: Deathmatch HL_Resident_Evil

by Kampy
The theme is clear when you look at the title: Resident Evil. What it actually is is the gigantic mansion of Resident Evil (1) for those who dont know: this is horror adventure type playstation game. The textures are taken from the game and the official max payne texture pack and some are self-made. The map concept is only very few ammo and weapons in a huge map and you begin with your crowbar only. The items are all placed as they were in the playstation game. You start with a small intro where you see the outside of the mansion and you get the message "you could escape into the mansion where you felt save, but..." or somethin. Then inside the mansion you need to search your weapons and ammunition - it's a pretty good advantage if you have a glock and your enemy doesnt! I've included two sounds in the zip file one is the tic-tac of the clock in that big dining room and the other sound is a combination of the background music files - I took the best music of the mansion area and made one sound out of them so that all the music will played one after another. The sound and visuals make the map real scary, sometimes you really get a shock when you see the enemy or hear a shot.

HL_resident_evil is huge - there are two big rooms, one is the main hall and the other the dining room and a lot of corridors and other rooms. If you dont know Resident Evil you might get lost and dont find the weapons or ammo. The two big rooms are seperated from the rest of the map through brushes and the doors work like teleporters, because the r_speeds were too high the common way. Since the map is very big you should at least have four people playing it who know Resident Evil or the map. The only weapons in this map are glock, shotgun, colt, machine gun and handgrenades - I really like the alternative gameplay and the atmosphere. This map is a remake of my very old Counter-Strike map de_resident_evil or actually it's the map that I wanted to make when I began with the map which became de_resident_evil later. HL_resident_evil is a map with a great atmosphere and special gameplay and I recommend this to all Resident Evil fans and to players who like big scary maps or want a total gameplay change from what it's normally.

Half-Life: Deathmatch Evermore

by Kampy
In this medium size map there is an outside area and two lab parts. The connectivity is great, since there are teleporters and a bridge which connect both labs and the outside area. There's also a powerful cannon installed at one of the outside walls which can be used from one of the labs. The map plays decently, the weapons and items are placed well without an imbalance in importance of the map-parts. The grafic looks nice although there is nothing which I would call sophisticated achitechture. There is a bug at the vent, the func_doors flicker in the wall when they are opened, but thats it. The atmosphere is pretty good I think, I like the broken fence and the bridge plus the good use of unknown standard textures. Evermore has been Level of the Week at PHL when Mikee still did them. I think this map is good enough to recommend it to all of you.

Day Of Defeat (HL) dod_nordafrika

Beta
Set in North Africa, late evening time.