Black Mesa Deathmatch: BMDM

a short comparasion between hl1dm and hl2dm:

hl1dm:

-huge count of weapons
-well designed maps, simple to understand
-many player-models with temp-textures (colour is choosable)
-great speed, fluid gameplay
-nice air control
-“walk” key actually has a function… -->needed to sneak around
-many skills to master: examples are tau-jumps, long jump movement (datacore: gauss ammo to HEV charger jump) circlejumps, wall gauss, crossbow shots, spawnchain, finding the most effective weapon for your fight-situation (each weapon got pros and cons)

hl2dm:
-less weapons than hl1dm
-shitty structured maps which are full of junk
-unimaginative player models
-no air control or special moves (besides of grav gun “bug-jumps”/boosts)
-often really laggy…
-listening to the gamesounds wont give you much advantages/information… unlike in hl1 (listening to footsteps --> wall gauss shots)
-skills to master: throwing grenades with grav gun, crossbow shots, master 357er aiming, lame around with ar2 plasma balls… -.- (you dont even have to aim right…)
-everybody spawns with the grav gun --> not thought out that good, because every nub can throw big objects on well charged players and kill them by that, even seconds after spawning… grav gun should have been a pickup weapon…

You fail at hl2:dm. For one thing you do get air control and special moves, you just don’t know how. :^P
There are plenty of great maps for it, just don’t play on the killbox servers because those are for fags.
Also who would walk when you can silently hop around the map at high speed?

Skills to master: Strafejumping/bunnyhopping, yo-yoing objects, speed orbs, catching objects, xbow bounces, triple shotty, catching your own orbs out of your ar2, rpg maneuvering (there’s some people that are insane with that that can get you around the corner and down a hallway) smg midair nading, making invisible slams, etc.

I LOVED HL1DM. Half Life was my first time ever playing a FPS and I am still a junkie to this very day. I miss my old 56k modem vs those nerds in college with their T1 or whatever connection and out smarting them.

There was a map that Dario Casali (VALVe Software) made that became a fan favorite and was on A LOT of HLDM servers and it was called “Double Cross”. It a new type of Crossfire map that he had made.

I had four maps that I loved… Bootcamp, Double Cross, Crossfire, and Gasworks.

Haven’t seen any media for Bootcamp or Double Cross. Not saying they aren’t making it. Just would LOVE to see those two multiplayer maps in the line up.

IMO Deathmatch Classic > *

They won’t be remaking maps that didn’t originally come with Half-Life. Unless of course they plan on making a few of their own new custom maps? :3

Also, they will be releasing the .fgd file needed to make maps using BM content, so there’s still the possibility someone else could remake that map. :wink:

When is bmdm_crossfire_r3 coming out?

Interesting, cause i dont remember Rapidcore being an official Half-Life1 map? :brow:

Rapidcore pwns.

It is.

Yep. I used to love playing on it, and I only ever had official maps.

I took this up before the data-crash, but I don’t remember what your conclusion was.
So I’m asking again, are dm_crossfire’s skybox gonna be as low as hl1’s original (and official) crossfire? The low skybox prevented gaussjumping over from the bunker area to the “complex” area. It also prevented camping on the roofs.
When I posted this last time, some people said things as
“When HL1 was made, they couldn’t make that big skyboxes, the developers of BM surely want to make higher skyboxes in dm_crossfire”

Yeah, I know that making a high skybox now wouldn’t be any problem, but. However why it was made like that, the crossfire’s skybox is now fatal for it’s gameplay.
Theere actually was a remake of crossfire (along with many), with a much higher skybox. It was named crossfire_mod and is still pretty popular.
If you have had any experience playing it, you should know what I mean. Everyone is camping on the roofs, spawnkilling the people in the complex.
When the blast goes, you can even jump out of the explosions range.
In my opinion, there shiould be a original crossfire, AND a crossfire_mod
with the higher skybox.

Crossfire, one of the game’s most played map won’t be the same if you can gaussjump over it, rather than walk.
So I really hope some DEVS read this and not any random forum guy replying something like
“No. The’ve allready made the map. Anyway that’s a minor change” or
“gauss-jump isn’t added in BM, since it was an exploit”

Gauss jump wasn’t an exploit.

Oh yeah, sounds like a real gameplay improvement. :brow:

EDIT nvm failure on my part >>

I always hated spawn camping.
I ran a HL1 server for a few years which had a serverside mod called “Bubble mod” which had some excellent game play tweaks such as spawn protection and various weapon modifications.

Looks like the mod is still around

Why do I always read BMDM as BDSM?

Because you’re a weirdo and into that? :stuck_out_tongue:

:fffuuu::fffuuu::fffuuu:
:fffuuu::fffuuu::fffuuu:

^:

It doesn’t sound like you do care about the whole DM at all. That’s fine for me, but there is a lot of people going to play BMDM (probably). Believe me, I’ve played alot on both crossfire and crossfire_mod, and there’s a major difference.
This is just a hint, because if you make the official crossfire with the ability to just jump over and obtain 20 sec extra time you’ll see that the original gameplay will in a way disappear.
In HL1, there wouldn’t be any problem making a complete remake of crossfire. It is a simple map to remake (I’ve made two myself). But the BM version is of course much harder, that’s why I want you to do it.

Anyway, as allways on this forum, this isn’t going in any constructive direction.
I’ll talk to the guy making dm_crossfire instead if I manage that.
Raminator, I understand you have to hold to your badass, dream-killing lead-developer role. That’s cool, and black mesa needs you, but consider beeing just a little positive sometimes… This isn’t just nitpicking :slight_smile:
I’m super cereal! lol :retard:

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.