For a long time, our community had been developing a gamemode focused on firefights on Crossfire and, occasionally, on other maps. Today, however, we are ready to announce that development has been completed and the Half-Life: Deathmatch gamemode is officially released.
I, DenDi85, initially started developing this gamemode as a personal project, since I believed it would not require much effort, knowledge, or time to implement. After all, it was just a standard Deathmatch with weapons from the original Half-Life, which had already been created by the developer Upset. Additionally, there were already modes like Quake 3 GMod and Serious Deathmatch, but nothing based on Half-Life. However, development continued, ambitions grew, and as a result, I began spending more and more time polishing the gamemode. In total, active development lasted five months, but due to personal commitments and later dependency on other contributors, the process stretched out to nine months.
Later, I reached out to Sereganeon for help with editing maps from Half-Life Deathmatch: Source, as I originally intended to use those. However, the maps required minor fixes, as their quality in finer details was lacking. I initially planned to release the gamemode in January, but postponed it. After that, Sereganeon proposed creating full ports of the maps from the original Half-Life — a decision he later regretted. Throughout all these stages, the gamemode was tested at various points. Fundamentally, the gamemode did not change, but I actively listened to feedback from community members and fixed the bugs that were discovered.
Many of my more ambitious ideas did not make it into the final version. They require a significant amount of time and the acquisition of new skills. For example, I wanted to port all animations from the original game and even made an initial attempt, but I never reached a complete solution. Perhaps, if I continue supporting the project, I will implement everything I originally planned.
The final version of the gamemode was shaped by contributions from many people. Below is a list of those who provided the most significant help with the release and who are, de facto, part of this project.
argax us — assistance with map porting and creation of the background;





