counterstrike_source_client.gcf (3.4 MB)counterstrike_source_shared.gcf (1.3 GB)css.ico (22.2 kB)halflife_2_content.gcf (879.4 MB)halflife_2_deathmatch.gcf (147.3 MB)halflife_source.gcf (804.0 MB)hl.ico (4.7 kB)hl2.ico (12.4 kB)source_engine.gcf (72.7 MB)source_lv.gcf (2.5 MB)source_materials.gcf (1.1 GB)source_models.gcf (471.1 MB)source_sounds.gcf (1.0 GB)uninstall_hl2.exe (111.5 kB)
Half-Life 2 Deathmatch Addon-VENGEANCE
The soundtrack was written by Kelly Bailey. The Soundtrack of Half-Life 2, containing most of the music from Half-Life 2 and many tracks from the original Half-Life, was included with the Half-Life 2 "Gold" edition and sold separately from Valve's online store.[15] Valve released a deathmatch mode in 2004.[16]
About meI'm Simon, I'm sixteen years old, and have been mapping for about four years. I started out with the Western mod, Western Revenge. After Western Revenge, I mapped for the medieval mod Atharon. I live in Belgium.WorkInterlopers contest, dod_lopersI've made this for a contest here at Interlopers, with the theme 'Ruined'; being a contest map, it's not playable. Thanks to Jake Parlay for the skybox texture.Thumbnails are clickableWestern Revenge, MexicoThis is a map I have made for the Western Revenge mod. It features a custom game type. AtharonI've made this map for the Atharon mod. It's a small deathmatch map. Random churchI used this map to practise brushwork. Small deathmatch map, dm_impactThis was meant to be a deathmatch map, but I've only managed to finish one corridor. ContactI can be contacted (email/msn) at
The one area of the game where you couldn't possibly do any worse, however, is its multiplayer. Mortyr wasn't exactly a powerhouse in this respect, yet the sequel doesn't even live up to its predecessor's meager standard. All one of the multiplayer modes are accessed through a separate desktop launch screen. This brings you to a drab, sad-looking little dialog box where you can choose to host any of the game's measly four deathmatch maps or join a LAN game in progress. You can also connect to an Internet server, assuming you know its IP, that is. In one of the game's rare returns to classic Mortyr "D'oh!" form, there's no built-in server browser, a feature that was pretty standard in even crappy low-budget shooters from the Mortyr 1 era.
What an inventive, zany, and well-crafted series this was. Developed by Free Radical Design, and dreamt up by the brilliant Brits David Doak and Steve Ellis, Timesplitters was one of the early underdog successes in the PS2 library. Being a new name, it had to earn it, but it did so magnificently. The multiplayer was sublime: offering a ton of options, customisation, and featuring a cast of memorable characters that included monkeys, robots, and femme fatales. You could even create ridiculous levels of your own. I remember making one, which was a cube, like being in an elevator, and put dozens of characters in there, in a deathmatch. Playing split-screen in the superbly designed frenetic levels was the last word in fun. Timesplitters hails from a vein of wildy fun experimentation that was sadly crushed by the grey seriousness of Call of Duty.
So in between rounds of laggy, 56k deathmatch with a friend, I turned to mods, custom maps, and anything else I could find which would allow me to wring more from my investment in Black Mesa. I hung out in IRC rooms, read map review sites and slowly downloaded files from Fileplanet. It felt like I was crawling through obscure corners of the internet, at a time when the internet seemed to inhabit a strange corner of the real world.
After having played so many, I came to the conclusion that I must be able to make a map of my own. I released just one, a 2-4 player deathmatch map in which I stubbornly refused to accept Half-Life didn't have Quake 3's jump pads, and set its floors so far apart you couldn't get down without breaking your legs. It was awful. I would link it here, but I honestly can't remember its name.
What made MIDI Maze so fascinating was its networking capability. Using the MIDI in and out ports typically delegated to sound recording and processing, the game could communicate with as many as 16 players in the same maze (although anything over 4 typically caused massive amounts of lag). Competitive deathmatches were fun, especially because users could create their own mazes with a simple text editor.
In 1991, a version of MIDI Maze was released for the original Game Boy under the name Faceball 2000. Using a curious hardware hack, it enabled up to 16 of the portable consoles to be networked together for massive deathmatches. But this game was a curiosity more than anything, and didn't sell well. 2ff7e9595c
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