Snarkpit Maps Archive

Fortress Forever Flagrun

Beta
Saturday, December 22nd, 2007:
Map was abandoned many months ago (haven't logged into the SnarkPit for a long time), and the map is now in the hands of MikeQuist on the Fortress Forever forums.

Half-Life: Deathmatch dr_jungle

by DocRock
Entry in the TWHL Map From Layout Contest. Won 1st Place.

http://twhl.co.za/compowin.php?id=24

Half-Life: Deathmatch Exentia

by DocRock
teleporting deathmatch map between the normal world and the Xen world.

Counter Strike Source csp_aztec

by xblah
After almoust a month of development, CSP_Alpha finally reached the final version. This is the full bug-fix list:

* CT Spawn stair no more blocks the player;
* Corpses at T Spawn no more hurts when shot;
* Rain now goes from sky to ground;
* Thunder system equal to CS1.6 aztec;
* Realistic thunder lights;
* Smoother displacements;
* Floodlight sounds;
* CSPromod decal at start of river;
* No more grass texture overlaying a concrete floor;
* Cubemaps fixed (dark is dark, bright is bright);
* Indoor and Outdoor rain and thunder sounds are different;
* Unrealistic wood thing in bridge clipped;
* Roof area is now unreachable;
* Corpses at T Spawn no more lag (ragdoll to dynamic).

Now it is a question of time untill servers start hosting csp_aztec. Do your part. Download it here and help us; Help us playing our maps to demonstrate interest, letting us make more projects.

Counter Strike Source ff_quad

by bblu2
Beta
This map is the sequel to aim_quad and yes it is supposed to be white.

Counter Strike Source aim_quad

by bblu2
Beta
This map is just a fun DM map.

Half-Life 2: Deathmatch Dm_Freerunner

by Sadist
Author: [ TSF ] Sadist
Map Type: Regular
Theme: Rooftops
Map Features: Full 3D Cityscape Skybox, Rooftop Combat, Freerunning
No of playerspawns: 16

This is a map designed with the sport of Freerunning in mind, so that players can run, jump and bunnyhop accross buildings, rootops, window to window and ledge to ledge.

Infact, this way of travelling the map is highly recommended as it is tactically rewarding to use the special jumps to outwit opponents.

Half-Life 2: Deathmatch Breakout

A redesign of lockdown where their is outside scenes.

Counter Strike Source Breakout

by Supa
There are 2 versions.

Version 1

This is smaller map based off Tstar's breakfloor map layout with ramps on the walls. Though in this version even the wall and ramps are breakable with enough bullets. The bricks are your floor and is slowly being destroyed from under you. You must reach and eliminate the other team. There are 2 ledges you can safely(?) stand on with notches in the middle of each ledge you can use to control the paddle.

Version 2

In this more themed version you are inside a monitor playing a game of breakout. The bricks are your floor, and is slowly (and sometimes quickly) being destroyed from under you. You must reach and eliminate the other team. A game score is kept for the amount blocks that have been destroyed during gameplay. Since the wall blocks are tougher they are worth 5 points.

Half-Life 2: Deathmatch dm_morgue

Beta
This map is set in the half-life 2 universe, as we know the combine rule the world, anyways so... this map is a abandoned morgue taken over by the combine, you are trapped inside the morgue to duke it out with other friends and foes online

about a medium sized map, indoor only very simple layout, lots of little passageways into rooms, very open corridors, dark lighting etc.

will post screenies in the coming weeks, have any suggestions? email me at elementsk8r85@aol.com or pm me here thanks for any future suggestions i will credit you if I use those suggestions in the map

Half-Life: Deathmatch Floating" series

Beta
These four HLDM maps, FloatingPoint, FloatingLine, FloatingSurface and FloatingVolume consitute one of my playground themes for abstract architecture and light experimentation. They all have similarities in texturing (same palette, use of the HL glass textures) but are very different in layout and approach to gameplay. While not the prettiest textured maps ever made, they did help to "free my mind" and some of the ideas have been incorporated successfully into my more "normal" maps.
I have considered taking this theme into the Source engine with its use of lightmap grid and bigger brushwork geometry.

Half-Life 2 Railway 21

Beta
This map was made for the "Reconstructification" mapping competition in TWHL > http://twhl.co.za/compoinfo.php?id=21

The objective was to recreate a Blue-Shift area in the Source engine. Although the amount of geometry and props is high and the performance suffers a bit (it's just a showcase map), I learnt quite a few things that I applied in later maps. The most notable one (right when the map starts) is how standard Combine props can be used in new interesting ways. That's also something Adam Foster did a lot in Minerva.