Deathmatch Classic - Complete Guide
Deathmatch Classic
DMC is said to have taken around 3 months to develop. Given that the game is largely pulling from Half-Life's assets, it can be assumed only one or two people at Valve were dedicating their time to making it. Much of that time was likely spent exclusively on mapping. The game first appeared as a free download on June 7th of 2001, then on the 11th was included as a mod in a patch for Half-Life. Currently, it is sold separately on the Steam Store as its own entity. DMC only ever received one content update (excluding general Goldsrc updates), which was two new maps. There was supposed to be an update called Threewave CTF[half-life.fandom.com] which was a DMC update/expansion that was scratched and never released by Valve, however was leaked in the early 2003. It was a port of the Quake mod Threewave Capture, and it would have been a second official game mode for DMC if it had came out. The update can be downloaded due to the HL2 data leak from 2003, however, there are generally no servers active.
DMC largely resembles the original Quake, but it has some qualities that make it stand out next to its counterpart. For example, DMC was created on the aforementioned Goldsrc engine, which has a distinct visual style and much different movement. The game also has a variety of playermodels to choose from, something Quake lacked, all of which originate from Half-Life. Like Quake, one can alter the color scheme of their character, but DMC allows you to choose to play as characters like Gordon and Barney. Note that this has no effect on gameplay; it is purely aesthetic.
It's evidently not one of Valve's most popular titles. It's often compared with Ricochet because of its small playerbase and relatively basic gameplay, at least on the surface. DMC does have charm, however, as both a piece of history and a pretty fun game.
Gameplay
The game is fast-paced, and as discussed before, it's comparable to Quake. As I mentioned in the above paragraph, there is only one official game mode (Deathmatch), but mods have been made for Team Deathmatch, Capture the Flag, and other modes.
It should be noted that the pace and feel of DMC is really dictated by how many players are in a server. Unless you have some friends to play with, it's uncommon to find servers with any more than 4-5 players, and even that is rare. A server with only two people in it will probably become a digital version of hide-and-seek, while one with 8+ people is generally quite chaotic and quick. A few servers host bots that you can play against, but they're generally not very tough, so they're most useful in terms of sharpening your aim.
Weapons
- Crowbar (spawn weapon)
- Shotgun (spawn weapon)
- Super Shotgun
- Nailgun
- Super Nailgun
- Grenade Launcher
- Rocket Launcher
- Lightning Gun
All of the weapons can be found around maps to be picked up (excluding the Crowbar and Shotgun, the weapons you spawn with). They appear as floating models of the weapon which spin around. Simply walk into the model to obtain the weapon. Weapons like the Rocket Launcher and Lightning Gun are often in harder places to get to, and their ammunition tends to be more scarce on competitively-viable maps.
Crowbar
- 20 damage per hit (unarmored)
- Melee weapon, doesn't require ammo
- Swings around twice per second
Shotgun
- Damage depends on distance from target
- Has random bullet spread, fires 6 per shot
- Uses shotgun shells, 1 per shot (you spawn with 25)
Super Shotgun
- Damage depends on distance from target
- Has random bullet spread, fires 12 per shot
- Uses shotgun shells, 2 per shot (you get 5 at pickup)
Nailgun
- Damage depends on projectile travel distance
- Automatic weapon, fires around 10 shots per second
- Uses nails, 1 per shot (you get 30 at pickup)
Super Nailgun
- Damage depends on projectile travel distance
- Automatic weapon, fires around 10 shots per second
- Uses nails, 2 per shot (you get 30 at pickup)
Grenade Launcher
- Damage depends on grenade distance, or if it hit directly
- Fires almost 3 grenades per second
- Uses rockets, 1 per shot (you get 15 at pickup)
Rocket Launcher
- Damage depends on rocket distance, or if it hit directly
- Fires around 3 rockets per 2 seconds
- Uses rockets, 1 per shot (you get 5 at pickup)
Lightning Gun
- Extremely high damage output
- Fires around 15 cells per second
- Uses battery cells, 1 per "shot" (you get 15 at pickup)
Ammo
To pick up ammo, simply walk over it and it will be added to your total in the bottom right of the screen. The only way to check how much of a certain ammunition you have is to hold a gun that uses it, e.g. you must be holding a shotgun to see how many shells you have. Picking up the backpack of a dead player, as pictured on the right, gives you all the ammo they had before dying. This gives you their weapons as well, i.e. if you don't have a rocket launcher and the dead player did, you'll get a rocket launcher alongside whatever ammo they had.
Shotgun Shells
Nails
Rockets
Batteries
Armor
- Green Armor
- Yellow Armor
- Red Armor
Green Armor
Yellow Armor
Red Armor
Powerups
- Quad Damage
- Invisibility
- Pentagram of Protection
Quad Damage
Ring of Shadows
Pentagram of Protection
Medkits
- Small Medkit
- Large Medkit
- Megahealth
Medkits provide you with health. Aside from Megahealth, you have to have a health of less than 100 in order to use these. To use a medkit, walk over it.
Small Medkit
Large Medkit
Megahealth
Rocket Jumping
Rocket jumping can easily be performed by pointing your Rocket Launcher towards the ground under you, then jumping and left clicking at the same time. The best way to learn is to create a private match on an open map and just try to rocket jump onto things. Your aim determines whether the rocket sends you up high or if it blasts you forward. Below is an example of some basic rocket jumps on dmc_dm2, where you have to rocket jump in order to get a Quad.
Bunny Hopping (bhop)
Bunny hopping is a technique that GoldSrc carried over from its origins in the Quake engine. While the latter has two techniques referred to as strafe jumping and bhopping, GoldSrc games only have the latter.
Bhopping a method of obtaining a faster movement speed through a series of consecutive jumps. Doing it can give players a serious advantage in terms of getting items and gaining an advantage during fights. It's a hard maneuver to pull off, but practice over time will lead you to consistency. Watch the video below for a decent example of how it works and looks. I won't go into a lot of detail about how to do it here, but the basics are to keep jumping and strafing; when you jump and land, you should immediately jump again. The reason bhopping works is because you aren't really touching the ground, as that's what slows you down. It helps to use your mousewheel to jump so that you don't necessarily have to time your space bar perfectly. To do this, type "bind mwheelup +jump" and/or "bind mwheeldown +jump" in the console.
There's many tutorials online for this; any of them that are on the Goldsrc engine will work fine for DMC. Bhopping is tricky at first, but it can be done well with patience.
Standard Maps
- dmc_dm2
- dmc_dm3
- dmc_dm4
- dmc_dm6
- dmc_e1m2
- p_se_3
- dcdm5
dmc_dm2
dmc_dm3
dmc_dm4
dmc_dm6
dmc_e1m2
p_se_3
dcdm5
Custom Maps
dmc_revenant
dmc_crossfire
dmc_aztec
Game Optimization
Legacy or 25th Anniversary Build
Set Pings/Minute to 5000
- First, on the dropdown labeled "Steam" in the top left of Steam, select Settings.
- Select In-Game from the selections under Steam Settings.
- Scroll to the bottom, find the setting labeled Server browser pings/minute. Set this value to the maximum, which is 5000.
Mouse Settings
Side note, the Mouse tab should be called "Aim" if you're on the 25th Anniversary build.
Console Commands
- hud_fastswitch 1 - Makes it so that pressing a keybind set to bring out a weapon doesn't also require the user to left-click. There's really no reason not to do this.
- cl_fov 120 - This is your field of view. In most Goldsrc games, the command is default_fov, making DMC an odd one out here. Going anywhere from 120-130 is optimal, but it's all personal preference.
- fps_override 1 and fps_max 144 - Overrides the default FPS limit with the first command, then changes the max in the next. I set it to 144 since I have a 144Hz monitor, which gives me consistent frames. You can choose to do it that way, or just let it go to the maximum FPS that it can if that's what you prefer.
- cl_updaterate 60 - If a server you're on supports it, this command can improve internet connectivity.
Unused Content
SECRETAREA You Found A Secret Area!
Bonus_Power %s attains bonus powers!!!
Additional_Health 10 addition(sic) health
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