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Half-Life 2: Deathmatch

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Half-Life 2 DM header
Half-Life 2: Deathmatch
Developer(s)

Valve Corporation

Release date(s)

November 30, 2004

Genre(s)

First-person shooter

Mode(s)

Multiplayer

Platform(s)

Windows

Distribution

Steam

Input

Keyboard and mouse

Engine

Source

Series

Half-Life

Half-Life 2: Deathmatch, often abbreviated as HL2:DM, is a multiplayer first-person shooter video game developed by Valve Corporation. Released via Steam on November 30, 2004, the game is currently sold in 5 different packages that include other similar games, and for US $4.99 separately. The game is not included in Valve's Orange Box collection, which encompasses all other components of Half-Life 2.

On May 30, 2007, Valve made an announcement that Half-Life 2: Deathmatch along with Half-Life 2: Lost Coast would be made available for free to all owners of ATi Radeon cards,[1] however it later came to light that this free version was distributed without the Source SDK. Additionally, it is now available free to NVIDIA video card users.[2] Before September 30, 2010, Half-Life 2: Deathmatch was running on Source Engine 2006. It didn't get the Orange Box engine until the Mann-Conomy Update for Team Fortress 2 .

GameplayEdit

DeathmatchEdit

The Deathmatch (commonly abbreviated as DM) mode, includes more of the features seen in other games that can be played in deathmatch mode. Of these features, the most notable are: instant respawn, weapons have a specific spawn point, quick traveling and special abilities (sprint, flashlight, etc.).

The point of the deathmatch is simple: the player must kill other players to score points, and if the player accidentally kills himself, they would lose points. If a player is killed, they will respawn with 100 health points and the default spawn weapons, but will lose all the weapons and ammunition they had before being killed.

Team deathmatchEdit

In the Team deathmatch (commonly abbreviated as TDM) mode, players are organized in two teams, Rebels (Red) and Combine (Blue), both of them with different characters that appear exactly as they do in Half-Life 2. In the gaming aspect, TDM has almost the same rules like in deathmatch mode, except for:

  • Instead of only one player winning the round, the team with the higher score wins.
  • Depending of the friendly fire being or not being enabled, a player would lose one score point for every teammate killed.
  • If the player selected a Rebel model for his character, and they are taken to the Combine team, they will get a random model from the list of Combine models. Nevertheless, if the player dislikes that character, they are able to choose another one from the list.
  • If the teams are unbalanced, the team with fewer players won't get players from the other team, instead, they will get new players connected to the server.

WeaponsEdit

Picture Name Body damage Head damage Chamber/
Max. ammo
Alternative fire Given when spawned
Crowbar world model ep2
Crowbar
25
25
N/A
None
Default weapon for Rebels.

Gordon Freeman's signature weapon in the Half-Life series, the crowbar is the default melee weapon for the rebels. It inflicts less damage than the Stunstick, but has a faster rate of attack.

Stun Baton
Stunstick
40
40
N/A
None
Default weapon for Combine soldiers.

The default melee weapon for the Combine team. It has a slower rate of attack than the crowbar, but inflicts more damage.

Gravity Gun
Zero Point Energy Field Manipulator
(Gravity Gun)
Depends on the thrown object
Same as body
N/A
Grab object
Yes
Used for picking up and throwing objects. Players can kill opponents by throwing file cabinets, toilets, and other physics objects that are strewn about the level. These objects, in addition to grenades, can also be caught and thrown back at an opponent.
USP Match
9mm Pistol
8
24
18/150
None
Yes, comes with full ammo (150 bullets).
A quick firing pistol with medium accuracy. It is used mostly as a backup weapon because of its low damage, often to finish off weakened opponents.
Magnum HL2
.357 Magnum
75
225
6/12
None
No
A revolver. It can only carry 18 bullets in total, and has a slow firing rate, but every bullet counts as a kill if they're used properly.
MP7 HL2
Submachine Gun
(SMG)
5
15
45/225
Impact Grenade (Max 3)
Yes, brings 90 bullets.
A commonly used default weapon due to its high rate of fire and ease of use. Secondary fire tosses small but powerful grenades that fly in an arc and explode on impact.
OSIPR
Overwatch Standard Issue
(Pulse-Rifle or AR2)
11
33
30/60
Plasma Orb (Max 3)
No
One of the most used weapons, it has two shooting modes, first, an automatic mode which shoots plasma rounds with a great rate of fire, and the secondary mode, which fires a giant plasma orb that vaporises anyone it touches, along with the weapon the victim was carrying.
SPAS-12 HL2
Shotgun
9 per shot
27 per shot
6/30
(Shells)
Double barrel
No
Almost useless at long range, but powerful at short-medium range. Every shell carries 6 shots if single barrel is used, and 12 shots for double barrel.
Crossbow HL2
Resistance Crossbow
100
100
1/10
Zoom
No
A rebuilt version of the crossbow from the original Half-Life, this weapon is very useful from long, medium or even short ranges if the enemy is not moving, but becomes somewhat hard to aim if the enemy is sprinting or moving in a zig-zag pattern.
Explosives
Picture Name Maximum damage Damage held in Gravity Gun Max. ammo Radius Given when spawned
MK3A2 Grenade
Fragmentation Grenade
250
225
5
256
Yes, 2 grenades.
These will explode several seconds after being thrown or dropped. Their effectiveness can be greatly increased by using them with the Gravity Gun: a player can drop a grenade, pick it up with the Gravity Gun, and time their shot so that the grenade will explode right next to an opponent.
RPG HL2
Rocket Propelled Grenade
(RPG)
250
N/A
3
384
No
Probably the best weapon for long and medium range killing, not only because of its power, also thanks to its laser guided missile that makes every grenade a mortal missile.
Slam w
Selectable Lightweight Attack Munition
(S.L.A.M)
300
200
5
192
No
The S.L.A.M has two methods of use: the first one is as a remotely detonated explosive, and the second is as a trip mine. Both have the same explosion damage and radius, making this weapon a very useful tactic for protecting a specific point.

ReferencesEdit

External linksEdit

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