CS:S vs HL2DM

K

Kevnadian

Guest
I'm not exactly sure what I'm trying to get answered with this post, but here goes:

I'm a very amateur mapper, just screwing around most of the time with CS maps. What exactly are the differences between CS and Deathmatch maps? I just make CS ones because thats what my friends and I play but it seems there's much more possible in HL2DM (physics-wise and such). Is this true or can you do pretty much everything in both games?

Maybe I'll give Deathmatch another try (actually playing it) since I only played it for about 10 minutes when it first came out, got bored and headed back to de_dust. I don't even like that map, DAMMIT! Stupid CS:Source, with its... pretty... death... fun.
/crazy
 
HL2DM has an actual use of Source's phycis system.

Unlike CS:S, you can have a bunch of physical objects and on a good server it will run just fine.


That and ladders. CS:S's ladders beat out HL2DM's.
 
You have more/different entities at your disposal. Most of which you can "tweak" in to CSS, like a camera/monitor combo. Though I haven't gotten it to work myself today I was told it was possible :) You just have to type everything manually, or copy it over from a HL2 DM map.

Personally I map for CSS. It's what I play so anything else would be unnatural.
 
For the most part, there's not much difference. CS:S has some stuff specific to it and HL2DM has some stuff specific to it, and God only knows why one has a bug that would logically also appear in the other (but doesn't), but all in all, same stuff.
 
I find it more rewrding to find a theme and map for it, cs:s all the way.
 
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