Snarkpit Maps Archive

Half-Life 2 The Citizen v1.1

Star map!
The Citizen is set parallel to the events of the original Half-Life 2. The player takes the role of an ordinary man, pushed over the edge by the oppressive regime controlling his life.

His home trashed, his family dead, The Citizen leaves his apartment for the last time. He seeks new friends, and a way to help the human resistance to smash the iron grip of the Combine. What follows is a winding tale of betrayal, determination and grief.

Many obstacles lie in his path which require a sleek combination of agility, stealth, intelligence, and sheer violence to overcome.
Version 1.1 Details
  • Overlay problems for people running in DirectX7 mode are fixed.
  • Fixed the squad turning on you in certain circumstances.
  • Fixed being able to get into jail without offending.
  • Fixed the churchbell spawning too many NPCs.
  • Improved skyboxes in some maps.
  • Some minor general gameplay changes.
  • Some minor acting scene and cue changes.
  • Some lighting additions and changes.
  • Some decal additions and changes.
  • Additional detail work in some areas.
  • Additional dramatic music at the ending.
  • A small scene has been added to the secret ending, along with Andy B?s Explorer Award plaque.
  • Added texts to indicate when an easter egg is found.
  • Repositioned all existing in-game text.
Created by:
Kasperg_JM and Chris Fox
Development Time:
8+3 months

Half-Life 2: Deathmatch dm_MiniBox

My first take on the classic killbox theme.

A small map 1024x1024 consisting of the classic walk way, ledge and lift layout but includes a second secret level accessed via a central lift, offering an alternative type of game play.

Having play tested the map, I also added a second rim to the upper level to give players camping on the upper level something to worry about.

http://minibox.aworkingpig.org

Half-Life 2: Deathmatch dm_hmp

This is a modification of a map named prison_grav. The maps theme is still of a Prison but is now a two storey building with force fields controled via a central control tower.

The fields are central to the game play, in that when triggered All the lights turn red, an alarm sounds and they kill on contact.

This is a very dark map, maybe too dark, although i was trying to encourage movement around the map by how visable a player is.

I have released this version but am/will be working on a more detailed version once i have worked out a small fps problem when facing into the map. It is playable however and currently up on my 24/7 test server.

http://hmp.aworkingpig.org

Fortress Forever ff_duality

by SpiKeRs
With Fortress Forever finally out and and revitalizing my interest in Team Fortress, I decided to remake my favourite TFC map, Duality. Lots of tweaks and extra detailing to bring it up to Source engine standards. Should be ideal for all those fledgling FF leagues :D

Half-Life 2: Other... The Zoo

Beta
This "level" is made for the mod "Decadence" and is just a dummy level (we call it "The Zoo") for us to define how the style should look like in-game.
The world geometry, lighting aswell as a few models is made by myself, but this level is truly a team effort.

Half-Life Operation Nova

for Half-Life 0
IMPORTANT

Since releasing this episode a month ago, it's become apparent that on some peoples' machines, it doesn't work properly. I was going to take it down, but thinking about it, I'll leave it up, so that if anyone wants to try it, they can. But be aware, it might not work properly. I'll post a fixed version in the next couple of weeks. Major apologies to anyone who wasted time trying to get it to work but couldn't. I should have tested it on other peoples' machines first.
I've been working on this for ages, and I'm pretty pleased with how it turned out. The architecture isn't spectacular but it's reasonable. I think the gameplay is the best thing about the episode, and the scripting is okay, too. There's also a storyline that runs through it all, like in Half-Life.

It actually takes place during some of the events in the original game; namely during the last stages of 'On a Rail', when Freeman launches a satellite delivery rocket. In Operation Nova, the military have brought in a SAM launcher to shoot the satellite delivery rocket down mid-flight, and it's your job to stop that happening.

Some screenshots can be seen at these URLs:

http://www.geocities.com/ben_2891_uk/screenshots1.html
http://www.geocities.com/ben_2891_uk/screenshots2.html

Half-Life Operation Nova

for Half-Life 0
Beta
This is just a test version of Operation Nova, to try and see if people can get out of the toilet at the start or not. Start a new game, and there should be some intro speech and then a grunt should kick the door down.

If people could tell me whether that happens or not that would be great. Thanks.

Half-Life 2 drainage

This is a Half-Life 2 single-player mappack of 4 maps.

This is a story of a citizen who escapes a few cops. He runs to an alley and finds a hole in the ground that leads to the drainage. The cops doesn't follow him but now he's trapped in the drainage and have to find a way out.

To play extract everything into your hl2 directory and type "map drainage1" into console in game.

Fortress Forever RJ Midori Obi

Rocket Jump - Midori Obi
Author: John "CowNaetion" Petricini
Website: http://www.bystudios.info
AIM: CowNaetion

Thanks to Soul Assassin (Steam ID) and
Lt Lama from Euroskillz for helping out
with the map.

Difficulty - Moderate

A good traditional RJ map that will
give a bit of challenge for those who
seek it. Scout/Medic classes added, no
Demoman as some jumps are designed to
be near-death experiences and they
wouldn't make it. Map is doable with
concs (thanks to Lama on that, I don't
conc well). If any help is needed, feel
free to send a tell and I'll try to help
out if I can. My personal favorite on
this map is Area 7. Each jump requires
a different set of skills until you get
higher up where some are combined. Put
the effort into practice, don't cheat,
but more importantly than that, have
fun.

AIM: CowNaetion
ICQ: 13765693
MSN: priority5@hotmail.com
Y!: murderball_inc
URL: www.bystudios.info

Half-Life 2 Justice - SP

by satchmo
Star map!
Justice: A Single-Player Map for Half-Life 2

Version 3 released: August 30, 2005
Length: Approximately an hour long for a first-time player
Difficulty: Kick-ass hard

SCENARIO
Did you find the ending to Half-Life 2 not challenging enough? This map is an addendum to what happened to Gordon after the official Half-Life 2 ended. If you're looking for a more intense conclusion for Half-Life 2, you've come to the right place.

The map takes place a few days after you have blown up the Citadel in City 17. Gordon Freeman regains consciousness after a brutal beating by the combine capturers. You're locked up in a jail, and your murder trial for killing Dr. Breen and his associates is scheduled for the next morning.

The G-Man is presiding as the judge over the trial, and your instinct tells you that you really have no chance at getting a fair trial. Judging from the appearance of your cellmate, you better get out when you still have a chance.

You must escape the courthouse before night falls. You've got nothing but your wit to successfully survive the squads of combines guarding the courthouse. Fight with your brain, not just with your guns.

If you wish, you can watch a video walkthrough of this map, courtesy of Habboi.
Postscript:

There was an earlier version of the map with two antlion guards in the courtyard instead of the gunship. After playtesting with members of the SnarkPit, I decided that having a gunship can take advantage of the layout of the map so much more than the antlion guards. The older version is no longer available for download. I hope you enjoy this new version as much as I enjoyed creating this map.

Half-Life 2: Deathmatch dm_cannon

by Radon
It's similar to my last map. But it puts more emphasis on unconventional architecture and cares less about extreme detail.
I heard it reminds people of Halo in a way because it has many edges and 90 degree angles. I think there is indeed a similarity although I did not intend to copy the Halo style.

The map got bigger than I first intended. I started with a few areas and connected them with paths. In the process I underestimated how the paths add up to a lot of space. This is especially true since I didn't use narrow hallways but tried to make cool areas out of it.

In the end it took rather a lot of time to finish it. It was one and a half years since I started to build the first blocks. But it only took so long because I pretty much stopped working on it during my semesters and picked it up again in the holidays. So it took a while but it was not that much work.

What else is there to say? Give it a go and I hope you like it :)

_r1 in the filename means: revision 1
fixes a problem that made it impossible to play the map on a dedicated server

Half-Life 2: Deathmatch dm_urban_day07_b1

by Jacfu
Beta
This map took a few days to build, and was conceived merely to take a break from another map I've been working on for a few months that was giving me some unforseen problems due to it's huge size. So this is another small urban themed dm map, hence I could get it to look kinda finished. I might still mess around with the texturing, as it's very grey=taupe looking at present.