Snarkpit Maps Archive

Half-Life 2: Deathmatch AbandonedTS6

by sgtfly
Beta
This map is my first attempt. I know it's not the best but I'm having fun making it. It is an abandoned Truckstop which I hope you enjoy. Please give me any feedback on it which I can use to improve it before it's released.
Click on the link below, then click on Myhalflife2maps to DL.

Half-Life 2: Deathmatch wip_dm

by fishy
Beta
i had a think about where i got the idea to build this map, but there really isn't any answer. it sort of came from nowhere when i wasn't paying attention. now that i've put a little bit of effort into it, i'd like to finish it.
the map started when i made world brush arch for a different map (which has fallen by the wayside now) and joined a few copies of it together. i thought it looked promising, so i put a building face around it. i liked it, so added a few more touches, eventually replacing the world brush arch that started the map off with a more detailed model version.
there's still a long way to go, and i've not really got a firm grip on exactly what direction to take it, but i've enough ideas to keep me going for a while yet.

Half-Life 2: Deathmatch dm_riverstation

Beta
For map information, please go to thread!

?#Combine X#?

Sven Co-op (HL) sc_persia

by Skacky
This map is heavily inspired by CampaignJunkie's lost map, Nadir.
When I played his map Persia, I was blown away, and I said to myself : I must, I must make a Sven Co-op map with its theme, that's so awesome !

So, in January if I remember correctly, teh first version was available on SC boards, and some weeks later, the second version was up.
Now, 2 months later, the final version is here !

The map is set in a Persian city, Terrorists got a big bad Mecha and want to destroy a big city in teh next 48 hours, so you were sent with your team in the city, and we hope that you will destroy this f***ing mecha ;)

I hope I managed to re-create the ambience of CJ's map, but I'm not a thief, so I credited him everywhere I can ^^

And now, the thanks :

Hezus
JPolito
Nih
spy-warrior
-+KillerMapper+-
Master-Poda ( <3 )
Stoked
Tuesday's Avenger
Headcrab57
CampaignJunkie for his dreamful map (see :-) )

And others that I forget.

Day of Defeat Source dod_stammlager_b3

by Dash
dod_stammlager is my next huge mapping project.

After learning a lot of stuff about structures, architecture and the like with my old cs_metropolis project, I decided to put my learned effort into making a map for Day of Defeat: Source.

dod_stammlager is based on the Auschwitz I camp, which was officially called "Stammlager". Stammlager was the working camp (no extermination) where prisoners were put into brick barracks and kept working in dehumanizing conditions. After breaching through Auschwitz, the last remaining Axis have to defend their Kommandatur (The camp's administration quarters) as the Allies try to recapture the whole camp and free the prioners.

dod_stammlager is NOT a fictional map. All the architecture is based on blueprints and thorough researchs of the Auschwitz camps.

Half-Life Condemned

for Half-Life 0
by Xen
Beta
Condemned is a single player, single map "mod". It comes with a modified HD pack of models/guns/HUD and plenty of custom sounds.

The mod takes place in the Half-Life 1.5 lineage - That is it happens directly after the Nihilanth is killed and ths portal storms begin to effect places outside Black Mesa, but before the Combine appear. Your character, as well as every person who was not at Black Mesa are still unaware of any alien invasion.

It will focus primarily on the horror aspect of things. Almost all of the lights are either completely off or flickering (I use several flickering patterns to avoid seizures, the end effect is pretty neat) violently. Expect to be snuck up on many times, and keep an ear out for those strange noises you can hear over the background sounds of leaking pipes, broken machines, sparking electronics, and decrepitness.

Story
"This morning we received an emergency transmission from a chemical processing plant in southern Colorado. We quickly arrived on the scene at 12:45pm this afternoon and took down reports from the surviving scientists:
At approximately 10:30am this morning, the power began to fluctuate wildly, quickly destroying most of the electronic equiptment explosively, and causing most of the lights to instantly burn-out and the others to fall victim to the spiking power. The few survivors are those who were working near the surface lift when this happened. Strange blinding flashes emminated down the long dark corridors, and horrific sounds echoed through the steel cavern as the last survivors activated the exit lift to the surface (Which, fortunately for them is one of the few parts in the facility which doesn't contain electronics). Various explosions of unknown origin are presumed to have caused cave-ins, and large scale damage throughout the facility, presumably killing anybody who didn't make it out.

Although strange electric fluctuations are still occuring in the facility, seismic activity from whatever happened has stopped. We are sending you in to survey the damage. Your suit has a flashlight for finding your way around (Although the power fluctuations should mean some lights will be flickering away down there).

There is a large electromagnet somewhere in the facility that if activated could balance out the large electric fluctuations. We need you to activate this so we can do a full scale search for any survivors. Remember that your suit is also metal, so you will have to dispose of it before you turn the electromagnet on. It will also conduct electricity, so be sure to avoid whatever caused those bright flashes.

Oh, and try to bring back something alive... With how few people made it out, we're expecting to find a hell of a lot of bodies down there."

You nod to your superior, don your suit, and activate the surface lift. As it begins to drop, you quickly catch your last glimpse of sunlight before decending into the darkness....
NOTES:
  • I assume most people are not running the computer they had when they bought Half-Life, so if you still even look at r speeds (why?) your head might explode as they will be over 2000 as much as possible. Its truely amazing how wonderful Half-Life looks when pushed to its limits. Its hard to capture any detail in screenshots as much of the map is dark or has flickering lights. The screenshots up right now are very early and are pretty much the shell of rooms and halls. that I hope to have when I'm done.
Looking for some regular (Soon) and CRITICAL playtesters!!

Updates:
01.04.2007:
Heh, I just played Afraid of Monsters for the first time. Scared me s**tless a few times. I'm hoping to make mine do the same so I'm now starting to work on one of the things I've been overlooking just a little too much - Ambience. Constant bass, constant rumbling, constant sounds trickling away in the background. Weird noises.

Counter Strike Source de_Strife

by uNsaiN
de_Strife is a medium to large sized map that takes place in a group of storage warehouses. I started this map while I was working on other projects for the mod Off-Limits. My goal was to make a very balanced map and I think I accompished that pretty well after lots of playtesting in my computer class at school. It is a Defuse map that supports 32 players.

Counter Strike Source zm_prc_deleris

Map by PRC-Mido for Counter-Strike Source 'zombiemod'

I spent the last couple days making this map.

The map features full optimization (I have many years experience with half life (1 and 2) mapping. I know how to work visleafs, func_details and hint brushes very well, so there is no questioning the FPS during runtime.

The map has a sewer who's water level can be raised by throwing a lever, the raising of the water disrupts other parts of the map (not all the map).
Nowhere on the map is perfectly safe, albeit a few cozy places for 1 person, but still killable.

It's a good map that offers dynamic gameplay and a lot of defensive strategies.

Readme URL:

http://www.xanaduwapiti.net/prc/downloads/zm_prc_deleris/zm_prc_deleris_readme.TXT

Server-friendly bzip URL: http://www.xanaduwapiti.net/prc/downloads/zm_prc_deleris/zm_prc_deleris.bsp.bz2

Natural Selection (HL) Mandaris Purification Station

by Skacky
Beta
My map try to create a contrast between :
  • Sun and sea all around
  • Dark indoors and machines everywhere
Version 1 available.
  • Changes for version 2
o Clipping issues.
o More light in some areas.
o External Overlook will be redesigned.
o Hive will be moved by 64 units.
o A couple more rooms for break the corridor-ish layout.

HL2 Capture the Flag ctf_2morforever

This is port of my FF map - 2morforever - to HL2CTF at the request of a map hoster. So here it is, with weapons/spawns placed, flag entities up and a few easter eggs.

Enjoy!

Half-Life 2: Deathmatch dm_suspended

Beta
I've been working for a month in the conversion of my HLDM map "suspended" which you can find here >> http://twhl.co.za/mapvault_map.php?id=4102
Given the original map, this one doesn't have any specific theme.

This HL2DM version benefits from the usual source engine improvements: better lighting, custom materials, 3D skybox, props and other detail.
After tweaking spawn placement and removing HDR, the map is finally available for download. This is hopefully the final version.

If anyone is interested in testing, please let me know! I actually want this map to play well :)

Counter Strike Source cs_fallingliquid

Star map!
A hostage rescue map inspired by Frank Lloyd Wright's Kaufmann House.

This version is a reduced version of the HL2 map (the guest house is not present, for example)

All the artwork in the house was made by the map author and belongs to him. All the textures are either Valve's work or the author's work. The geometry was also built by the author based on information found freely around the world wide web.

There are 4 hostages in the house. CT forces have the advantage of a quicker trip to the hostages, but terrorists can use the many terraces and exits of the house to take out the CTs. Due to the nature of the building, there are multiple ways to approach and defend the house, making each round different.

The performance is still far from optimal, specially when it comes to long-range battles. Hopefully, this map will be more playable as computers become more powerful, who knows. There are several occluders placed to help performance but they don't help as much as we would like... Use HDR only if your computer can handle it. The LDR lighting looks a bit more yellow while the HDR has a prettier orange light. This could be fixed with another 5 hour compile, so I'm sorry if you don't like how the LDR version looks.

A lot of graphical changes were done to the map. Higher-res pictures, more accurate stone textures, better lighting using smoothing groups, HDR and fixed "most" of the lightmap grid problems. Most of the windows and doors now use 2D textures to help with performance. It might not look as good as the HL2 version in that sense, but good performance was seen as more important. The river now uses a new custom material which is refractive, scrolling and mildly reflective. It looks better than the static HL2 water, fits the situation better and also helps with performance.