Singe's Half-Life 2 Deathmatch maps

This page is a semi-complete listing of all the maps I've done for HL2DM so far. The page lists the maps in chronological order, more or less, with newer ones near the top. None of these are "final" since sometimes Valve tweaks the engine, requiring me to update, or sometimes I just find a new bug I wanna squash. :) Please enjoy, and feel free to run any of these on your server if you wish. Send comments and suggestions and whatnot to singe@ix.netcom.com.

And now, before we get to the maps, a brief clarification. People post my maps various places online and that's great cause it generally gets them and me more exposure. However, not appropriate is when people post my maps and claim they made them. I've recently come across a site where my maps are posted and the claim is made, "http://singe.telefragged.com/hl2/maps/ All maps here are created by Singe aka Arie - Lets not have any more misunderstandings with this alright?". I'm glad they credited me for my maps and gave a link back to this site but I AM NOT ARIE. Arie seems to be the person who runs that particular site but WE ARE NOT THE SAME PERSON AND HE DID NOT MAKE ANY OF THESE MAPS. I just wanted to make that clear.

coop_123module_v2.zip

Here is another map nobody cares about.

coop_blame!_log1_v2.zip & coop_blame!_log2_v2.zip

This is a two-part map based on the first two issues of Tsutomu Nihei's fantastically awesome sci-fi post-cyberpunk action manga, "Blame!" It's a great manga, seriously, you should read it. Anyway, it was originally one map but by the time I finished I found it was too big for the engine to support so I split it in two.

coop_epicycle_v4.zip

Epicycle is a semi-experimental map. It takes place in the spinny motion-blurry interdimensional limbo room seen at the end of my other cooperative maps. It consists of several fights with various types of npcs, chosen by players. The maps scales the number of npcs based on how many players are connected at the beginning of each fight.

coop_wardogs_v5.zip

My second coop map. This here's a replica of a Titan 2 missile silo. Yes, you do get to launch the ICBM at the end. Additionally, I made a roleplay version of the map with npcs removed, a reusable rocket, and passenger pods attached to the rocket. I'm not much into roleplay maps myself but they are somewhat popular so, this: rp_wardogs.zip

coop_swampthing_v6.zip

I enjoy cooperative play a great deal, so I made this. Rebels start at an underground train station with the intent to infiltrate a Combine research outpost and steal an exprimental teleportation device. There's also a roleplay version of this map for those who are into such things: rp_swampthing.zip

arenaplex_v2.zip

This is an attempt at totally new style of play for HL2DM. Everybody starts in a central spawn area with no guns. The area has, among some other things, sixteen different booths each which lead to 1-on-1 arenas. Players pair up at a booth, step into opposing sides at the same time, and are teleported to the corresponding arena and given weapons. When finished, the winner is returned to the spawn area. Of the sixteen arenas eight of them are remakes of old custom Quake maps which had been made specifically for a 1-on-1 fighting mod named "Rocket Arena". Each arena also has a spectator area so people not participating in a duel can observe.

build_plaza_v2.zip

There's a genre of maps for HL2DM called "build" maps. They generally feature a big open space and several buttons, each which spawns a certain type of prop. The object is to spawn props and freeze them in place to make yourself a little fort or whatever you like. You build things. HL2DM doesn't have a native "freeze" command, however, so to play these maps you generally need cheats left on or a plugin installed on the server that implements freeze and unfreeze commands. This is my attempt at making a build map that doesn't require either. Players freeze and unfreeze props by pressing the "Use" key. I've also added several devices to assist the building process such as paintbrushes and scaffolding fields and object deleters and whatnot. Unfortunately, Valve's poorly-designed dedicated HL2DM servers crash in Linux for some maps and in Windows for others. The regular version of this map is of the former, so I've made a Linux-friendly variant. The only difference and detriment is that unfreezing props is done by simply picking them up with the gravity gun.

dm_deathwands_v2.zip

Several of my deathmatch maps have, among other deadly toys, wands you can pick up with the gravity gun and touch players with to kill them. This map is a modestly-sized area centered around fighting with these devices instead of with guns.

dm_vdeth6_v3.zip

The sixth vdeth is the smallest of the vdeths. It's tiny, even by Doom 2 deathmatch standards, but is rather convoluted and has several teleporters, making it feel bigger than it is. If players hit all the relay switches, techno music will start up and a huge killer force field will slowly sweep through the map in two passes. It's not hard to avoid unless you're careless or not paying attention.

dm_vdeth5_v5.zip

The fifth vdeth is the largest of the vdeths. Like the fourth there's a series of relay switches which change the layout of the level slightly when activated. There's also a "duel booth" where you try to hit a button before someone else does in order to blow them up, among the other various tricks and traps and deadly devices.

dm_vdeth4_v3.zip

Vdeth4 is perhaps the most complicated of the vdeths. I worked on the final three remakes simultaneously to save time since they share many of the same features, look, and feel. In addition to various turrets and deathwands and so on, there are a series of relay switches throughout the level. Hit them all and the level changes its layout slightly.

dm_ccelerator_v4.zip

The ccelerator is among my weirdest and most popular maps. It's a maximum length (for the Source engine) corridor with a base at either end. Combine spawn at one end and rebels at the other. The corridor is divided into two lanes, one for each direction, and objects in the lanes get pushed at fantastic speeds down the corridor. Defend your base! There's toggle-ramps and a bridge at the midpoint, a few teleporters lining the sides, and each base has a kill-field that can be turned on for brief periods of time, freezing incoming objects temporarily and killing incoming players. Colored indicator lights on the arches over the corridor tell you whether a travelling object is a Combine player, a Rebel player, or an inanimate object.
For reasons that escape me, some stranger took an earlier version of this map and renamed it "dm_star_wars". In this renamed form it's currently enjoying immense popularity on various servers. There's also variants of this map made by others, which is kinda neat. Any publicity is good publicity I suppose.

dm_vdeth3_v5.zip

Vdeth3 is the most open of the vdeth maps. There's three mounted weapons in this one. Like the original version there's some mininum-size watery corridors underground with a tasty super health charger inside a wall. It's surprising how many people never find it.

dm_houseofcthon_v4

This is a remake of Quake's E1M7, the boss level from the shareware version of the game. It's rather symmetrical so I put some barriers up to divide the space into a Rebels-vs-Combine layout plus some neutral ground in the middle. The barriers are team-specific if teamplay is on. The electrodes (which were used in the single-player game but functionless in deathmatch) are now traps designed to suck everybody on the side opposite from them into the slime pit in the middle.

dm_vdeth2_v6

The second vdeth remake has both a mounted laser and a mounted rocket launcher. There's also a "jail" in the center which you can teleport people to by using gravity-gun-held teleportation wands. People teleported to jail are removed of their weapons but given stunsticks and crowbars to fight other "inmates" with.

dm_menger_v2

I wanted to see if I could turn a 3-iteration Menger's sponge fractal into a deathmatch map. It was fully playable, but the gameplay is a little slow because the fractal nature and sheer size of the space makes it difficult to find opponents. In the "hollow" in the middle of the map there's a lit diagram that tells you the locations of cubes within the sponge which have players occupying them, and what team affiliation they are if team-deathmatch is on. Despite this and a number of teleporters and lifts to tie the space more closely together it's still slow on gameplay, so I made it so players can get points by breaking the glass floors along the walkways. This map is currently broken. Valve made some engine changes back in 2006 that rendered this map impossible to play. I might fix it at some point but it requires a radical revamping. The combination of me not being terribly interested in deathmatch at the moment and this map being rather slow in deathmatch when it did work means I'll probably just leave it as-is right now. Still, I provide it here in case somebody would like to use it for something. :)

dm_vdeth1_v7

In high school I made a collection of deathmatch maps for Doom 2 and played them often with friends over a local BBS. They were terrible fun so I decided to remake them for HL2DM. This is the first, vdeth 1. It's fairly small, like the other vdeths, and contains myriad tricks and traps and deadly devices. Oh, and a laser turret.

dm_citadel_freeway_v1

This is my attempt at a "driving" map for HL2DM. It's a highway loop around a full-sized Citadel. Unfortunately, while I was working on this back in 2006 Valve removed dune buggies from the game entirely so I never bothered to complete the map. Maybe if Valve decides to put dune buggies back into deathmatch, I'll come back to this. You can still play it in gmod if you like. The only thing that was left to do is finish the lighting (it's fullbright), and implement racing logic so people get points for making laps.

dm_4_thebadplace_v3

This level is a faithful tribute Quake's fantastic DM4 aka "The Bad Place". In this version one can shoot rockets and grenades through the teleporters, above which are mounted TVs showing the central area.

fy_iceworld_sim_v5

Here's a tribute to CounterStrike's infamous "fy_iceworld". In this version the iceworld room is a 'simulation' inside a cube in another, much larger room. When people are in the outer room you can see them from the inner room, all giant-sized and running around.

dm_killsphere_v8

The killsphere is a tribute to HLDM's killbox. Indicator lights show which cubes are occupied by people as well as showing team affiliation in team-deathmatch.

dm_wtc_singe_v8

This is my first HL2DM map and my first map since messing around with Quake nearly a decade earlier. It's a full-scale replica of the WTC towers and surrounding area. There aren't any internal floors. It's just the two tower rooftops, the ground-floor plaza, and the rooftops of some surrounding buildings. I always wanted to visit the WTC but never got to, so this is the next best thing I could do. In team-deathmatch, Combine get the south tower and Rebels get the north. The map handles just about any number of players gracefully. Under small player loads gameplay tends to stick to the tower rooftops as intended, but as a server fills up the gameplay usually spreads to the surrounding area. Games with less players tend to stick to the towers' rooftops as intended, but there's room to spread out additional play in.
Recently a russian server, 32 players big, frequently busy and running only the WTC map 24/7 requested a special xmas version of the map with snow and whatnot. You can get it here: dm_wtc_snow_v8.zip