Snarkpit Maps Archive

Half-Life: Deathmatch Big Drop 2

Beta
An unofficial sequel to the original Big Drop, the idea for this map was spawned by a friend who saw Big Drop and started commenting on how he wished the map had this or that feature.

Like the original Big Drop, the premise is simple -- start at the top and fight during freefall. That's where the similarities end. Big Drop 2 has game_player_equips so cheating is not needed, a few rudimentary effects, and most importantly, teleporters at the bottom that send the players back up to the top, in effect creating infinite freefall.

Half-Life 2: Other... Black Mesa: Inbound - Chapter 1

Beta
This is one of my other chapters for Black Mesa - The introductory tram ride. I figured I'd make up a profile for it 'cause there's one for Surface Tension too.

There's some development timeline shots here, some of which are from Kalashnikov's previous attempt at the chapter before I took it over:

http://images.rabid-monkey.com/bms_public

Your thoughts? I've already made some changes and added a few new rooms to Level I (which is shown) and orangemapped Level II, but I still'd appreciate your insight.

Half-Life: Deathmatch Necropolis: Mausoleum

In a remote region of the Tibetan plateau, nestled amongst the mountains of the Kailash Range, lies an ancient necropolis whose very existence raises questions which shake the foundations of our knowledge of early civilisations. Although only small, this pyramid shows undeniable aspects of both Egyptian and Incan influence. Details are still sketchy, however, for both teams sent to investigate seem to have disappeared without a trace.

The original design concept for this level was somewhat larger; ultimately it began to push at the limits of Half-Life's game engine, and its playability began to suffer as a result of its size, so I made the decision to split it into two. Soon thereafter, "two" became "three".

Necropolis: Mausoleum is the first to be released; the others should follow "soon".

Warning/apology: As with my previous levels, I got a little carried away with the scope of Mausoleum and built a level which perhaps isn't well suited to the HL engine. In particular, r_speeds are quite high (approaching 3000 in some areas.) Consequently this level is a bit of a hog, and it won't play properly under HL's software display driver. It runs fine on a 2GHz Celeron with OpenGL. You have been warned!

Team Fortress Classic (HL) The Ruins

An assault map with a twist: The flag takes 3 minutes to return forcing the Defenders to guard the flag rather than the (single) Command Point.

New in this version: A Flag Tracker that displays the current flag location for the Attackers. Should make it easier to plan attacks on not-so-communicative teams. Also a couple of changes to give the Attackers a better chance and to improve the overall look and feel.

Half-Life 2: Other... Surface Tension - Chapter 12

Beta
This has been my WIP for a while - Surface Tension. I just updated this with two more pictures.

Older Shots from development are here:

images.rabid-monkey.com/bms_public

Some of you may have also noticed the exclusive shots in September's PCGamer UK (Issue 152).

This map is in development and as such I'm looking for some extra criticism- If you have any comments, love it, hate it, fire away!

Half-Life 2: Deathmatch Desert Rose V2

by Frissi
I wanted to create a maze themed map with king of the hill kinda connectivity.

The map is really fun in teamplay.

For more go to www.frissisdesign.frissi.com

Call of Duty Expiry_final

by Frissi
The map takes place in space but doesnt have low gravity for it would completly change the gameplay i happen to like , the map has 4 traps and some secret places , this map is an remake of an older map of mine i made allmost a year ago (thee_kings made 09 sept 2002.) The theme of expiry is 3 computer bunkers wich take care of the goverment net, the bunkers are on pluto for there the cpu's wont overheat ;) One thing's bad tho , the map doesnt really like the gauss jumping because the ground is made out of traingle's to create the rough outside rocky look. and the maths error in the algorithm used to calculate how the gauss beam reflects in hldm makes you get killed alot by the gauss when trying to jump in air. So be carefull and try to gauss jump from flat surfaces in the map or gauss jump with enough angle for the beam wont reflect and hit you.

Hints to the secrets and other Hints :

Get the gauss and gauss jump in one of the corners of the map ;)

Gauss jump on top of the bunkers with the poles and hit the use button on the lights on top :)

Check under every elevator alltho you see theres a ground you might allways fall into it :)

Half-Life 2: Deathmatch dm_ofctown_v1

by Frissi
A city map i made for the guys at oldfartsclub.com

medium sized for 4-16 players.

Half-Life 2: Deathmatch Dm_Deluxe_v1

by Frissi
A small map that started as a shower room 1on1 arena map (my first try to map for hl2dm) : I kept adding things and after the first alpha test cause people told me the map had a good gameplay so i spent 3 weeks or so making the map better.

I didnt want to make the map alot bigger cause i like small maps for i can play them on lan with the few friends of mine who play hl2dm. Allso i didnt want to lagg alot by playing the map so i kept it in the range of my 1.6ghz 512RAM computer.

Sven Co-op (HL) fort

by hydeph
Beta
a defend style map for svencoop. needs 3.5 game modes, and it's about 60-70% done. just need to add the guts of the base, spawn rooms, weapon rooms..

then of course the hordes and waves of enemies and stuff.

update; added 3 new screenshots.. the first three of five thar

Half-Life: Deathmatch dm_Toon_Town

Half-Life 2 Deathmatch Map

Name: dm_Toon_Town

Created by: Joe Cleary aka jodo kast

Description:
This map features 100% custom textures and has some really fun visuals.

Released: Tuesday January 3rd 2006

Installing: Extract files to:

C:Program filesValveSteamSteamAppsYOURNAMEhalf-life 2 deathmatch

Contact:
Joe at Emotionalrobots.com or by email at emotional.robot@gmail.com
If anyone wants to use the textures for their own map please just give credit in your readme.

Have Fun!!!

Half-Life 2: Other... PVK_Island Source

by Gaz
Beta
Island is a remake of a map I made eons ago for PVK (Pirates Vikings and Knights).

No creating a version for PVKII, with the source engine and 5 years since the original I hope I can do a better job this time round. Whilst still keeping its "coolness" and fun to play

edit

Added two more screenshots