Brainstorming for Deathmatch Maps

Please excuse me if this belongs elsewhere, I know this thread focuses on actual development.

Assuming there will be an SDK and map integration for whatever new engine the retail/presumably deathmatch version will have, what do you guys want to see in community content? Please post your ideas here.

I know myself that I have several ideas for maps to include. Currently, I’m working on a Source '13 map centered on Black Mesa (just in case). Any other preliminary proof-of-concept maps that are made can be posted here, and if anyone with the time and motivation to do this makes one, I will gladly post on this head post.

Please keep criticism constructive and don’t derail. Thankfully, the mods here are great, but try to self-regulate just in case.

I know nothing about Deathmatch because I’ve never played it. But as far as I know, TextFAMGUY1 is working on Gasworks for the official version.

From what I’ve heard, it’s movement system is much floaty and faster paced, more similar to hl1 than hl2. That’s what I’m basing my level design and level maneuverability on.

There are dozens of Crossfire variants. I’d love to see stuff like that.

How about a Xen themed deathmatch map?

Xen platforming with lots of portals and varied vertical combat?

How about a pit? Full of snarks?

In all seriousness, though, I’d love to see a DM map in the open desert, with only some rock formations and a drainage tunnel network for cover.

Well, considering that the BMS team is trying to fix the bad aspects of Xen, their interpretation could allow for some nice death-match potential with the low gravity enabling you to sneak up on someone who’s higher up than you, & the use of portals for ambush. Plus, the varied vertical combat would presumably be better implemented.

What about a map set in an area never seen in half-life? Maybe the interior of the hydroelectric dam? Some catwalks for vertical difference and generators for cover maybe?

I think that Power up is ripe for a deathmatch conversion the corridors and layout are fantastic, I would love to see the two main maps combined without the huge vertical shaft.

Also the trip mine warehouse from surface tension and courtyard would make an excellent multiplayer map but without all the tripmines and have proper entrance exit doors.

Lambda core crate yard where you meet the black ops assassins for the second time would also make a great multi player map little would need to be done here on this one.

These three maps basically before Gordon reaches them in their pristine state and perhaps a bit modified.

I would even say Textsfamguys train yard would make a good multi-player map he did for OAR uncut

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.