Anarchy (gmdm1) is a small but perfectly formed deathmatch level for Half-Life. The guiding principle of my map design is fun. Half-Life is an inherently fun game, but most of the standard maps are so large that there are often long gaps between outbreaks of violence.
Gmdm1 also contains every weapon (bar the pistol), simply because I like them all. I do not believe any weapon dominates the map. An often overlooked advantage to a small map is that some areas become very messy indeed.
Gmdm1 is ideal for tactical one-on-one duels; I have also tested it with up to three opponents, which is just as playable, if a little...er...anarchic.
You can get a version of gmdm1 for Opposing Forces here .
I strongly recommend that you play this map using the Weapons Patch created by James Skull Bielby of Spine Design. This patch makes numerous improvements to classic deathmatch. If you do not use the patch, a couple of important features in the map will not work properly; gmdm1 will still work without the patch, but it will be unbalanced. The Weapons Patch can be found here .
When using the patch, the map selection screen will be empty. Just click Ok and type map gmdm1 at the console.
I also suggest that you set Falling damage to Realistic (to make the health-run more dangerous) and perhaps enable Force respawn (this prevents people from covering the level with red tripmines and then safely racking up kills while they're dead). You should adjust your video settings so that the map looks similar to the snapshots in this document; I play with medium Gamma and no Glare reduction.
Finally, look out for gmdm2! It probably won't come out for a while, but if and when it does I can promise something pretty innovative (sorry, no previews).
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Be careful when getting the gluon gun : an alarm will sound alerting everyone. You will probably be exploded if you exit immediately, so prepare for a stake-out. You can also try to blockade the area with tripmines and satchels before getting the gun. Send nasty packages via the door . |
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If you see someone in the water, hit the switch by Coolant Exchange Access and trap them down there for a while, at which point you should lob in something nasty. |
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Gauss-jumping can save time and confuse other players (to gauss-jump, charge up the gun and fire it at the ground, optionally jumping at the same time to gain extra height). You can also use it to shoot through walls with the secondary fire! |
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Tripmines at the top of the lift shaft can really annoy players who forget to look up. Chuck a grenade in while they try to find a way out. |
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For a truly impressive kill, use the light fittings! Place a tripmine above the light and leave it there. Next time you see someone under that light, shoot the mine to give him a surprise. |
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The easy way to get health and power is to use the chargers , but they are dangerous because they alert others to your position. You can gauss-jump out the top of the charger bays. The chargers never run out. |
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The difficult way to get health and power is to gauss-jump into the uppermost passageway. Stick tripmines on the floor of this passageway so that they cant be seen from below: players will catapult themselves into the mines when they jump up. Break your fall with the gauss. |
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During a duel near the gauss gun, run around to the top of the stairs and long-jump around the corner, shooting your confused opponent in the back. |
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Activate the laser by pressing the power switch. The magnetic containment field of the laser has the effect of attracting metal objects such as a players HEV suit.... |
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You can hide in the alcove left by the smashed computers and shoot players as they run past. This alcove is an excellent place to drop the gluon-bomb, since its give-away sparks are hidden. |
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The best place to drop the gluon-bomb, however, is at the extreme ends of the uppermost passageway. Properly done with 90+ ammo, this should clear out about half the level! To escape from the bomb, head for the water. Dont try this tactic on low health: the fall will kill you. |
I built all of the map (using Worldcraft 2.1) from scratch, but am nevertheless indebted to others for their help and ideas. Many thanks to James Bielby for extensive technical support in areas too numerous to list. Thanks also for inspiration from his map, skdm1, particularly in building the lift and the chargers. Thanks to Stephen Cobb, James Webbe and James Bielby (again) for testing the map. Also thanks to my other friends and family who may well have contributed through minor suggestions and feedback. For instructions on how to use any of the new features provided by the Weapons Patch see the readme file accompanying it. My real name is Michael Hopley, and you can e-mail me using the rather obvious link on the left. You may distribute this map in only one form: the original gmdm1.zip archive file that you downloaded or obtained by other means (if you did not obtain the map in this form, then you have acquired a copy which contravenes these terms and must delete it at once). You may not alter the gmdm1.zip archive file in any way. You may not distribute this map for profit. Providing these conditions are met, I encourage you to freely distribute this map. This map should not harm your computer in any way (hey, its just a BSP), but I do not accept responsibility for damage caused by its use; use is entirely at your own risk and by using the map you signify that you have read this document and accept these terms. Half-Life copyright Valve, L.L.C.. Half-Life is a registered trademark of Valve, L.L.C.. Worldcraft copyright Valve, L.L.C.. Worldcraft is a trademark of Valve, L.L.C.. All original content of the Weapons Patch is copyright Spine Design. No claim of ownership is made by the map author other than responsibility for the original content of the map; the map author fully recognises the ownership by Valve, L.L.C. of the vast majority of textures (that is, all textures not owned by Gearbox Software) employed in the map, and of the texture used on the title image of this document, and of all software used to create and run the map. The map author equally recognises the ownership and any associated copyright and trademark of the original content of Opposing Forces and the remaining textures (that is, all textures not owned by Valve, L.L.C.) used in the map by Gearbox Software. Any omission of due acknowledgements of copyright is an unintentional error. |