Wow, fascinating insight Orph

I am surprised Half-Life was in the bargain bin in 1998 because it was only released in November 1998

Even in 1999 I would be surprised if it was in the bargain bin. Hell, I got the Generation Pack for £10 (British equivilent of Dollars) back in 2003. It wouldn't surprise me if your dates were more than a bit off with that one
I can sooo relate to what you said about mapping. It is fairly obscure now, let alone back then! Not sure what a BBS is but I'll take your word for it. I was only six when you discovered computers lol, before 2000 they were largely a mystery to me. You could say the Snarkpit's approach to encouraging better mapping was largely old fashioned in a way, yet effective. I know that approach can be applied to all things in life and normally gets good, if questionable results.
Alright enough of that shit, now it's my turn to post about how I got into the Snarkpit. It starts with me seeing a friend play the game at a terribly low resolution and without the highly detailed HD pack. Before I discovered Half-Life my only experience had been with RTS and racing games. There was another game I liked of particular reference called 'Total Annihilation' which was the main game I played when I was allowed on the computer (gotta remember I was about 12 at the time). I really liked that game a lot and I have many happy memories of it but lusted after something more.
I had a Quake commercial on one of my 'Demo' CDs (they were all the rage back in the 90s!) which I kept playing again and again, in amazement of how such action could be possible in a video game. What I wanted was a detailed, realistic and action packed first person shooter. Half-Life fitted the bill
perfectly
I completed Half-Life and was utterly in awe of the things I experienced. inbetween playing Total Annihilation and discovering Half-Life my only other experience of a 'shooting' game was Tomb Raider 2, which did everything interesting through cut scenes, so the player could never have the chance to interfere. As you can imagine, in Half-Life there is only one cut scene and that is because the player is unconscious at the time. It amazed me that Half-Life had a plan for everything, for example if the player interfered with a scripted scene the NPCs or what have you would simply stop naturally and could be directed to their task again by the player's command. Such major things, like the dam exploding infront of you on Surface Tension were just mind blowing to me.
I was exploring the Half-Life CD for a reason that I cannot remember and came across the 'World Craft' world editor as it was called back then. I opened the tutorial PDF and found some basic instructions. I really couldn't believe that this program was the main tool used for building Half-Life. I just couldn't
believe it was the program that the level designers at Valve used! And they let the fans have it! It was unpresidented. Tomb Raider 2 never came with a level editor. Total Annihilation never came with a level editor. I think Valve pretty much started the trend of including level editors with games.
The fact that I could build my own levels was amazing, the possibilities endless. Unfortunately this was before I had a home internet connection, so if I encountered a problem it was normally the end of my map

I did post here from school though, I remember making threads and Fraggard used to help me out a lot. I came here still when the 'old guard' were going strong. I would also download prefabs, save them onto disk and bring them home to put in my 'maps'.
I put maps in quotes because they were very rudimentary. Yes I had the typical box map as my first map with a drinks machine, troopers and a zombie with a leak in it (too excited to put a roof on). but in my defense I quickly grew out of that and made maps with corridors and different rooms. These were normally textured weirdly, I could never work out how Valve used textures (until I was a lot older) and everything in my maps was completely out of scale. For example a door would be twice as big as a normal door. Ceilings were too high, textures were upscaled rather than matched to right sized brushes and there were a few light entities around the map, I didn't understand the importance of proper lighting.
I started a few maps for HL1 but I didn't have at home internet access back then so I always encountered problems were I had to stop. I really found it interesting to try and recreate some of my favourite Half-Life environments through using Hammer. They would always be off scale and lacking important details but I was learning, albeit slowly. I only got serious about mapping for Half-Life 2 mainly because I had internet access, was older and had a lot of advice from people off here among other websites. I only map single player because that is the most enjoyable for me and because of the lack of single player maps out there (a lot of them are simply adapted from a multiplayer map as an afterthough). I made three maps which is a nice number and I'm happy with that.
I can't see myself making another map in the foreseeable future, mapping and gaming itself is just such an obscure part of my life now, I occasionly play Half-Life 2, but mapping is such a big commitment and is so time consuming that it really gets in the way of stuff. As one gets older one gets busier until they retire so I am lucky if I even get to play Half-Life at all! So uh, yeah, that is how I found Snarkpit, the long way found

I got carried away, what can I say

Loads of happy memories from HL, mapping and Snarkpit though, it was always a good help to me with people who knew what they were doing and enthusiastic about making levels for this great game
Just Kidding
Just Kidding