Snarkpit Maps Archive

Opposing Force (HL) DM Tundra

DM Tundra

Opposing Force Deathmatch

4 Players Recommended
0 Trap
2 Secrets
This level came from an Unreal deathmatch design. I have used a bunch of new textures from Kingpin to make the buildings look old and real. The level is dominated by a small courtyard that sits next to a three level tower and a small house with a back passage. There is also an ice cave around behind the tower. A special bonus item called the super health-pack is hidden somewhere in the map, this item will instantly boost your health to full, but will not respawn for while.

Check out my other maps at www.geocities.com/hlife_hotdog

This map is for Opposing Force Deathmatch and I recommend no more than 4 players.

Opposing Force (HL) OP4 DM Ztohnrage

Ztohnrage (Stoneage) This map is a small OP4 deathmatch castle-like arena with some nasty hidden aspects to it. There is a ladder that will take you to the top of the world and some pillars which will give you the element of surprise. The most devious of these is the secret illusionary wall which gives you the drop on a recharging opponent. Enjoy your skirmish in the stone rage.

Check out my other maps at www.geocities.com/hlife_hotdog

Half-Life: Deathmatch Mesa Storage

This is the second level in my Mesa Collection. This level is based on the chapter called "We Got Hostiles" where Gordon first meets the military. There are three levels to this map. You can fight among the storage crates or traverse the catwalks. I have also included the ventilation system for snipers to hide in with regular openings in every room.

Check out my other maps at www.geocities.com/hlife_hotdog

Half-Life 2: Deathmatch dm_thumper

This is more like an aim map, but since I used more than just a default texture I decided on calling it a dm_ map. This is not meant to be the most ultimate badass map, its meant to be a solid practice map for hitscan weapons. Three mags, three xbows, three shotguns, and three ar2s. It will play very fast and test your aim constantly. Therse also potential for some awesome xbow bounces. No tricks, no teleports, no spam (well, maybe a couple ). Play hard, have fun, enjoy. Cheers.

Half-Life 2: Deathmatch Bloody Ore

Beta
EDIT Grew too big, and it's only good for stealing prefabs from now.

Half-Life: Deathmatch Classic Warehouse

by Archaic
Conversion of q2dm8.bsp by id software using original Quake 2 textures.

Half-Life: Deathmatch Warehouse

by Sushi
Beta
My first map involving a warehouse and a bunch of boxes. I will try to make it as good as possible seeing as its my first map. As you can see by the screenshots there isn't too much but I will be adding more as I go.

Half-Life 2: Deathmatch Warehouse

Beta
This is my first full map using Hammer so its not great, based on a distribution type warehouse. Very early pics, no real lighting setup and no details etc but any tips, ideas are welcome!

Half-Life 2: Deathmatch Modularity

by BlisTer
*Update Dec 8th 2006: This room is currently being tweaked for 2 mods: Brutal and Fortress Forever. news soon.

My entry for the 2006 competition.
This competition is judged on these categories:

1) Originality - Pretty self explanatory.

2) Creativity - If it cannot be original, shoot for the most impressive unoriginal concept.

3) Attention to detail - The tiny things will count most.

4) Craftsmanship - A rose by any other name is still a rose.

5) Complexity - Think outside the box

Modularity is a continuation of my usual style, this time exploring a "modularity" concept. i.e. making a fairly complex design using a handful of building blocks, with selfmade materials in this case.

more info in the readme.

*update 28/6 4am cet: updated the .bsp, there was a trim texture missing. plz redownload. same link

Half-Life 2: Deathmatch dm_vienna

Beta
I have to face it: This map is more dead than anything. If I ever feel like working on a map of this title again it will likely be from scratch. So I call it abandoned.

__________________________________________________

I always wanted to do a map based on the city of Vienna, Austria. Mostly you only hear of the royal palaces and big, pompous streets. But I always prefered the little backstreets and alleys in the inner city but also the more quiet outskirts. Although not a copy of an actual place, this map is based on real streets and architecture mixed together in a way I found it attractive. I also plan an underground/sewer section inspired by "The Third Man" but this area isn't textured yet. Stay tuned!

Update (Mar 22, 2006)

Like always things take much longer than I expected. I decided to change some of the outside areas but currently I'm polishing the underground section.

Trying to find the most elegant way of doing complex arches I tested all kinds of displacement tricks but ultimately it didn't turn out the way I wanted. The canals levels from HL2 singleplayer came to my mind and I took a closer look at them only to realize that Valve just used good old brush techniques for even their most complex tunnels. I decided to give up on displacements and do it the "hard" way. The impact on FPS is more than acceptable.

Update (Jan 03, 2006)

I added an inner-city street section (new screenshot) which pretty much completes the outside areas of the map.

Currently I try to get the lighting and texturing right for the underground part with cellars and sewers. It's pretty hard because of all the arches. I want that part to resemble the atmosphere of "The Third Man". It's a black and white movie which makes it even harder.

Also I messed around with soundscapes, actually writing my own one. I'm quite proud of the underground ambience. It's scarier than the lockdown/ravenholm soundscapes IMHO :D

Half-Life 2: Deathmatch Bloody Ore 2 (working title)

Beta
THE 'PIT HATH SPOKEN. I'm revealing for the 'pit to critique my third foray into Source mapping. Set in a mine, just like Bloody Ore 1, this map focuses on the underground tunnels instead of topside structures, which was Bloody Ore's downfall. A small "easter-egg" in the skybox can be seen -- the main elevator structures of BO1 :P.

Some features of the map include the more powerful and dangerous weapons in hard-to-reach areas, an exploding shack, phys_cannisters (gas tanks that fly around like rockets when shot) and most importantly almost no lag.

The people that have joined my test server liked it, but I'd like to hear what my fellow Snarkers have to say.

Numerous things have been accomplished with this: I've gotten out of the HL1 mindset when Source mapping; I'm using more curves instead of 45-degree angles, for instance.

Half-Life 2: Deathmatch Abandoned Bathroom

by Devqon
Beta
I made this last weekend and i just like to know what u guys think of it