Snarkpit Maps Archive

Half-Life 2: Deathmatch Dm_Sadists_Pit

by Sadist
Hi, this map is now released as rc1 version.

The build has taken influence from the Alien films, the abyss, total recall and the game Doom 3. It is based on the map dm_areolite which is a deathmatch classic game still available on deathmatch classic servers, although built from scratch and extensively modified beyond similarity except in map layout. The map is centred around a 'pit', with 3 interlocking floors, and features teleports, stairwell lighting, manual closing doors, ventilation ducts, working elevator (american english) and switchable lights. The pit features an expanse of water that forms an abyss.

The map also includes increased lightmaps, which means that shadows appear more striking and less diffused. New textures courtesy of catalyst source studios - http://www.fpsbanana.com/textures/98 And a custom made skybox with martian sky and mountains.

The switchable lights are a main feature of the map, and affect the soundscape, making the map very quiet while also darker, which brings in a new form of gameplay for dm.

Map Download: Download Here
Server: TSF Server #6 - 85.234.149.108:27046
Images:

Team Fortress Classic (HL) Xen Invasion - Part 1 (Standalone release)

by Sim
A cooperative escape map for TFC. My biggest project so far, and the one that caused the most headaches. From the readme:
November 19th, 2016
Seven years after the Black Mesa incident which destroyed the facility and prompted a military operation to hide its existence, the same threat has again emerged.

Two members of the military team dispatched to destroy all evidence of Black Mesa came across details of the original experiment encrypted on a hard drive locked in a safe.

Attracted by the huge value of such data, the contents of the hard drive were sold to Mobile Frontier, a leading technology company looking for profitable lines of research. The contents were too strongly encrypted to be cracked, until in 2014 the company finally had powerful enough machines and inside information to break the encryption.

Within 2 years the experiment was recreated under the strongest safety conditions ever used. Again, the experiment went out of control. Xen organisms have spread rapidly throughout the facility, and action is needed quickly to have a chance of closing the portal.

Underestimating the threat, a relatively inexpensive team was sent out to take care of Xen. We lost contact before they got close to the test area.

The threat has since increased dramatically, and the Hazardous Enviroment Combat Unit have been dispatched again, along with a private clearance squad using a large portion of the company's budget.

Enter the facility and shut down this portal at all costs. You are the most experienced personnel alive.

We only get one chance at this.
This is the first map in a three part series, but since they take so long (and I can't guarantee I'll finish the other parts) I've released this one by itself for now.

Recommended 3-8 players, but possible with 2 very skilled players. More than 8 is fine as long as people are patient or you have some way of kicking idiots ;)

Team Fortress Classic (HL) XCore

by Sim
A small CTF map with plenty of room for concs and bhopping. Recommended 4-16 players.

Counter Strike zm_underground

by tnkqwe
Like most of the Zombie Mod maps ,this map is a crap too.The map is underground,but it has an outside grave.The map have a lot of places to hide(11 places).

Counter Strike Source fy_neonclub

Mission: After months of terrorising the city, a police combat team is being sent to infiltrate and eliminate the infamous 'Neon Club'. They have been tracked to an industrial area on the south side of the city and the Team has been inserted in an open sewerage pit that stands as one of the major entry points into the club's underground lair. The Team must secure the area by eliminating any club members in the area but must be wary of the club's signiture, neon lights are scattered around the entire area and are setup as a constant barrier and provide light to shadowed areas to reduce the ability to hide.

Map: Okay, first up, YES, it is a dreaded fy map, i know how much some people hate them but i took something easy to be my first Counter-Strike Source map, in fact, this is only the third Source map I have ever made! Also, I wanted to use alot of physics data and that I have. It's a really simple map, a ring outer area with a smaller ring inside with four entry points to get in but each way is blocked with a curtain of hanging neon lights. You can push through these but it will slow you down and obviously the swinging lights will give away that someone went through them. They are also good bullet deflectors. There is also a ladder on each compass direction on the outer ring that grants access to the higher level which ONLY looks over the inner ring but the joining catwalks are open to both sides. I designed the map to offer different play areas all contained in one. The outer ring is narrow but has supports, alcoves and alot of pipes providing cover. The inner ring has less cover but the protruding supports allow for excellent hiding places as long as someone doesn't come from behind or sees you from above. The higher level only allows the advantage over the inner ring and the other higher areas as the central structure does not go as high as the rest. The safest area is the outer ring but the downside is that the combat is heavier here. Nav file is included, bots like to use the higher level and the outer ring but very rarely go into the inner ring because they can't navigate through the curtains.

This is just the beginning, if people like the concept then I may make a proper DE or CS version...enjoy!!!

Half-Life 2: Deathmatch Test (Name Not Final)

by Cyax
Beta
Free hand mapping to get a feel for the editor. Nothing is pre-planed, its all made on the spot randomly. This is to test my skill and to see if I am able of making a half-decent deathmatch map architecturally. Know that props, weapons, spawns, textures, are currently mostly undecided on what to be for finished product (All rooms will be re-vamped for a more beautiful finish)

What I would like is ideas, opinions and suggestions. Please no "It sucks", "You suck", "Looks like crap", etc. For it is a unfinished product and many changes are to take place.

If you would like to get ahold of a copy to test for me they're available upon request.

Half-Life: Deathmatch Revival

This is my first map after a break of about five years. I just wanted to see if i can still wield the brushes. I didn't really follow any plan, and i don't think it's even close to my best maps from a visual perspective, but i think it's a blast to play.
r_speeds don't exceed 750.

Half-Life Tunnel Rat

for Half-Life 0
You are a elite tunnel Rat(position in military) sent to explore a mysterious tunnel were a top secret base was your mission is to discover the missing scientists and escape. Move out

Opposing Force (HL) The Fire

You are on the top floor of a burning building and you must evacuate immediately. This is a single player mission.

Opposing Force (HL) Corruption

File is now in BSP format

Included in this file are the Medium and Hard difficulties. Your mission is to investigate the distress signal. This is a single player mission. Have fun!

Opposing Force (HL) Alloy Facility

A level set in a high tech research facility. There are several buttons and two elevators. This is a deathmatch map.

Opposing Force (HL) Postal: The Killing

Just kill the scientists and gaurds. This is my first map on the internet. Also note that I have just started with this editor. I hope to have some truly awesome maps on the way when I get better at it.