Let me share some of my Half-Life 1 Deathmatch memories:
When we had clanwar on Gasworks we played 3vs3 and mostly tried to cover one area… the upper area was the advantaged one because there was more armor, 2 gauss and a crossbow… So when we all died and spawned underground we had to take time to stack us with weapons again… After that we planned to attack the surface with different routes. So I think it’s nice to have these two areas cut from each other… because they are like 2 bases… which you could defend or attack.
About camping in Half-Life:
The Crossbow is meant to be a camper weapon. It doesn’t make any sound over distance and is really effective. Your enemies won’t know from where you are shooting on them… That’s the big strength of the crossbow and I hope you’ll keep that aspect in BM. The crossbow is mainly used for camping, spawnkilling and small boosts (crossbow-jumps with primary fire… but they work best when you don’t have armor).
Nice to see some news about Multiplayer… I’m waiting for it so much. I hope Multiplayer will be as classic and faithful as it can be (modern graphics but fast paced oldschool-gameplay). Another important thing for me is the netcode. The netcode pretty much sucked in HL2DM. In HL1 they patched it and it is better now… But I know it could be even greater. Also I hope you will balance the egon for multiplayer. I suggest you remove headshot-multiplicator for egon-damage and make egon work more like QuakeLive-Lightninggun (high dps, limited range, great precision). Egon can and should be a strong gun but you have to place it in your maps with map-balance in mind (2 Egons on crossfire are too many + Headshot damage is ridiculous).
I am really happy to see some Multiplayer news. Keep it up please!
PS: Please add competetive 1on1 and 3on3 TDM (Red vs. Blue or Helmets vs. Recons) matchmaking to Black Mesa. Also it would be really nice to have a pogo-jump-key for bunnyhopping (atleast optional…) and Gauss splashdamage through walls / edges (it was widely used in HL1DM and an important feature to maintain mapcontrol… In singleplayer mode the scientist even demonstrated it’s wallbanging capabilities). Also… You can’t compare CS:GO mapping to any kind of Deathmatch-mapping. These are two totally different pairs of shoes 8)