Snarkpit Maps Archive

Half-Life 2: Deathmatch dm_7hour

Beta
*After clicking the dl URL, select your address bar and hit the Enter key. I will arrange a better mirror ASAP.

This was my third HL2DM map, and IMO better than the ones I made before it and after.
It takes place in a city that was abandoned right before the 7-hour War, and in which the Combine never had much presence. I'm quite happy with the layout and the good performance, but I know some things could have been better:
  • The sun doesn't match the sky
-Some more buildings should have roofs
-Some physics objects collide with the player while stepping on them.

Team Fortress Classic (HL) be_sniped

by jpiolho
This is my first TFC fun map, so if there is any bug it's normal.
The map have 2 teams: Runners (Blue), Snipers (Red)
Runners must reach STOP sign before snipers hit them. The best way to play this map is with timelimit, and at end see who score more.

There can only be a max of 5 snipers, and unlimited to runners.

Runners Classes:
--
Scout - 1 point when reach end
Medic - 2 points when reach end
Engineer - 3 points when reach end

Snipers Classes:
--
Sniper - 1 point per frag

In scoreboard, the blue team score is how much guys have escaped (end).

Counter Strike Source de_daybreak

by Spas12
de_daybreak complete w/ HDR

Following my HL2DM map I decided to make a CSS map. This map is called de_daybreak, a fuse between cs_office and de_nuke. Terrorists spawn with their APC's outside the building. Their main objective is to either destroy the generator room which supplies power, or blow up the office in the heart of the building. CT's were air dropped and spawn on a helipad on the roof. The map layout is built so the CT's have many way to defend both bomb sites, while the T's have many ways to infiltrate each. It is a defend and assault map, and has HDR enabled.

This is my second map for the source engine, and my first for CSS. DM and CSS down, SP and DODS to go.

View more screenshots here: http://www.interlopers.net/forum/viewtopic.php?topic=11778&forum=3

NOTE:

All custom content bspzipped through the sue of Pakrat. Also, this map is not bot accesible
(there is a .nav included but it is not complete, it is only so players do nto have to compile
there own .nav)

there are also custom decals, models, and textures

-Spas12

Counter Strike Source fy_pirates_v1

by MrMof
2 pirateships
2 cannons can be used to blow a hole in the other ship
ropes to climb on the ships.

Half-Life 2: Deathmatch dm_zakks_house

by midkay
Beta
dm_zakks_house is a map based on the layout of my house.
There are tons of throwable objects, making this a gravity
gun-based map. It's rather small, and I doubt it would go
over too well on a full 8-player server - 6 players might
be comfortable.

What's new since Beta 1:
  • Higher ceilings, slightly larger rooms
  • Removed some smaller props and disabled pickup of them
  • Added doorframes
  • Improved upon outdoors area - still inaccessible
  • Retextured some areas
  • Removed heat haze effects
  • And tons more little things.....
Thanks to all PHL members (and Rimmer) who playtested with me.

Day of Defeat Source dod_vieller

Beta
nothing to say will be done for alpha realese soon. pic at the website

Fortress Forever Lake

Beta
This map - Lake - is being made for Fortress Forever. Most Fortress maps are huge, and this is an attempt to make a relatively smaller map for LAN play. I've been working on it for some time, and right now I am moving from major brushwork to selecting textures and doing more detail work. And yes, that is rain in a Fortress map - I want to see if I can pull it off...

I am planning (right now) to employ the 'lockdown' idea presented on the Fortress Forever forums: Press a button and it locks the doors in the base for a few seconds.

Suggestions and comments are welcome.

Update (7/1/2005): Well, things have been going well. I've done a lot of lighting and retexturing. I uploaded some newish(pre-teamcolor) screenshots, and I'll put up even newer ones once I compile the build I'm working on. I also updated the progress, which is now at 84%. What I have left is to tweak teamcolor lighting, make a skybox, flip/teamcolor to create the second base, and finally to optimize. I guess FF being released and available FF entities would also be important... Should be ready for beta test in a week or two. Rock on.

Update (7/2/05): Hard at work. Posted new screenshots with finished teamcolored areas. One problem is that I don't know if the exterior teamcolor lighting works, or if I should go for a more texture-based approach. Thoughts?

Update (7/22/06): Wow, a year since the last update. Anyway, I'm redoing Lake from scratch, since it had some VIS problems. I'm plugging a lot of holes and making it prettier. I've finished the theme for the outside and its very close to this version, but sexier and more FF. While the new version is wholly based on this version (same layout and atmosphere) I'm going to rework the entire inside theme. I'll post more screenies when I get more work done.

Half-Life 2: Deathmatch DM_FALLINGWATER

Beta
Ihave arrange this map to be able to play on deathmatch, i took it from a single player map....

The creator of this map is brillante, he did a lot of work on this one here is his link to the original single player map.
http://www.snarkpit.net/maps.php?map=2633

Enjoy.....

HERE IS THE NEW LINK, AND I HADDED THINGS THAT PLAYERS ASK ME TOO.......

GOOD FRAGGING.....

Counter Strike Source fy_HOMEvsHOME

by MrMof
CSS Teamdeathmatch map
2 opposing houses

features:
-walls to blast
-usable lifts
-extendable bridges
-extendable protective walls
-swimming-pools
-much more

Opposing Force (HL) op4_hostility

Beta
I decided to build this when my hard drive crashed and I lost Cen Com 9 Storage Facility, my single player map. I wanted to get some more practice in with a deathmatch style before attempting to rebuild my single player one.

*Started changing the texture theme as you can see in shot three.

Counter Strike Source de_etape

by dewdle
Beta
Those terrorists are at it again, this time aiming to destroy the grand courtyards of this castle. The Counter-Terrorists have had an anonymous tip and have been sent in to investigate.

This map is finally at a releasable stage, enjoy.
Inspiration from just about everywhere...
There is a chance of an etape2 down the line with better brushwork, a more established theme etc... keep an eye out.
Obviously go to the related link for more info/gameplay tactics.

Half-Life: Deathmatch bar_remix

This is my entry in the new 2006 competition. This room was originally part of the now dead map, "INTERNET" -- the map was abandoned due to engine limitation issues that I couldn't fix. The brush count was above 4k, the entity_brushes were almost at 400, and the clip_nodes were blasting through the roof. It's a pity, since if weren't for those factors, I would have finished it :(

This is what remains of INTERNET, and I ented to extend the bar area with a small library.

THE BAR AREA AND THE LIBRARY WILL BE ONE ROOM. YOU CANNOT LEAVE WHAT YOU SEE IN THE SCREENSHOTS.

2nd release, for the 2006 "One Room" Competition.