X-Half-Life: Deathmatch (XDM) version 126.96.36.199 release 20140202 Win32 server + client + botmatch
X-Half-Life: Deathmatch (XDM) is an Unreal Tournament-style Half-Life modification.
Also featuring old and new weapons, new high-quality maps, new hi-def models, flexible network code*, lots of special effects with no hi-end hardware requirements. XDM offers full set of customization options: HUD/GUI colours, chat, team names and colours, weapon slots, translatable string. All original Half-Life maps, models and sprites are compatible with this mod, even some single-player mods like Timeline 2: Iced Earth (which don't have teir own DLLs) are playable. Improved entity management system allows massive online matches (32 players) with tons of weapons, boxes, rockets, monsters, explosions and other stuff flying around. The mod includes optional botmatch mode with up to 31 angry HPB bots (experimental, but more than just 'playable' >:) ).
Don't underestimate the power of GoldSource!
This mod has been developing since 2000 (first public testing was in 2001) and lives even now!! :)
More info, help and additional downloads on official site and forum:
XHL/XDM is a great modding platform (like SoHL), not only for singleplayer, but for all game types. Check out videos to see some of the features.
This is not just a release, it is a long-awaited, shining, mind-blowing result of collaboration of greatest minds in Half-Life modding! :)
After so many years of hard work, this seems to be the final release. Way to perfection is endless, but I think XDM is now complete. With 40 multiplayer maps, 6 game modes and lots and lots of other features it is now almost a complete game of the scale of Unreal Tournament itself! But enough talk, download it and check it out now! Ok, some info...
Besides new game rules, maps, models, weapons, effects and other obvious stuff, XHL features the one awesome thing which might not be noticed right away: unpredictability.
It means much freedom in interaction with game objects, especially in multiplayer games.
For example, most objects (from doors to monsters) may become team-specific, may act on behalf of a person who owns or activates them. See players getting score for smashing opponents with doors, platforms. Hacking sentry guns is also possible.
A map can define gravity which is applied to all entities, making different gameplay.
Projectiles may collide, explode, push other objects, teleport and activate buttons.
Can you imagine a map that is playable without weapons? Now you can: use traps, mines, turrets, tanks and trains as your guns! Challenge monsters or even play sequential levels in co-operative mode. Capture flags (or even cubes), take over control points. Possibilities are yours to discover!
Primary goal is to have best score. If frag limit is set, the game will end when someone reaches it. Time limit is also supported.
*Capture the flag*
Go to the opponent's base, take their flag and return it to your base. Primary goal is to steal more flags than your enemy team does. The game ends when any team reaches score or time limit.
Several control points are placed all over the map. Take the point and don't let enemy to touch it. Each control point gives your team 1 score point every 5 seconds. Hold as much control points as you can. The game will end when any team reaches score or time limit.
If there are monsters on the map, your goal is to clear out the map. If the server has monster respawning turned on, the game turns into a monster DM with simple frag/time limit. If there are sequences of levels, which are connected with trigger_changelevel, it is possible to play together from the start to the end, being able to change the map only by gathering together.
*Last Man Standing*
Primary goal is to survive. The game will end when only one player left. Best player is the one with least deaths. Players join during mp_jointime.
In any game type. If mp_revengemode is 1, a player will be awarded twice as much for killing his killer. If mp_revengemode is 2, you cannot hurt anyone until you get revenge on your killer (or he kills himself).
Most of negative effects can be neutralized by using medkits and batteries.
Convinced yet? :)
I'd like to thank all the people who helped me in creation of this game. Everyone who supported me, with advice and a good word. Everyone who directly or indirectly contributed to this mod! I hope I didn't forget anyone in the readme. :)
Also, big thanks to the following communities: half-life.ru, hlfx.ru, twhl, xentax and ModDB!
THIS WAS TRULY A GREAT TIME!
PS: quotes are just4fun )