List of HL2 Deathmatch Soundscapes
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Here is a list of 46 soundscapes for use in Half-Life 2 Deathmatch. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.
Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the env_soundscape entity's properties. If these locations are not given, the sounds will not be heard.
A preview video of these soundscapes can be found here.

Todo: Add descriptions and positional information for all.
Streetwar
Name | Description | Position Number | Position Description |
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overwatch_mp | |||
streetwar.util_combine_atmosphere | Constant random wind gusts and machine-like sounds. | ||
streetwar.util_rubble | Random falling rubble, wood creaks and metal stress. | ||
streetwar.util_sirens | Manhacks, cityscanners and APCs passing by. | ||
streetwar.util_light_sirens | Same as above but less frequent. | ||
streetwar.util_zombie_infested | Occasional buzzing flies, rats and zombies. | ||
streetwar.util_light_combat_atmosphere | Distant APC's, gunships, helicopters and striders with infrequent city riots, fights and screams plus occationally alarms and sirens. | ||
streetwar.util_heavy_combat_atmosphere | Similar to above but more frequent. | ||
streetwar.util_muffled_light_combat | Occasional rumble and distant explosions, heard from building interiors and underground. | ||
streetwar.util_light_combat | Distant gun fire, explosions, zombies, antlions and Combine soldiers. | ||
streetwar.util_medium_combat | Same as above but slightly more frequent. | ||
streetwar.util_heavy_combat | Same as above but even more frequent. | ||
streetwar.util_drips | Water dripping. | ||
streetwar.util_fardrips | Farther away water dripping. | ||
streetwar.zombie_water_room | Atmospheric windy corridor with dripping / running water, flies, rats and zombies. | ||
streetwar.car_tunnel | Large ambient underground tunnel with vehicles occasionally passing overhead and light combat. | ||
streetwar.general_small_tunnel | Small underground tunnel, away from combat, with the sound of wind going through and light combat. | ||
streetwar.car_tunnel_opensky | Large underground tunnel open to the sky. Similar to streetwar.car_tunnel with city sounds and medium combat.
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streetwar.toxic_car_tunnel | Large underground tunnel. Similar to streetwar.car_tunnel but with toxic slime gurgling, metal stress and light combat.
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streetwar.infested_appartments | Quiet wind, zombies, falling rubble, rats, buzzing flies and distant medium combat. | ||
streetwar.general_indoor_light_combat | Quiet indoor atmosphere with distant light combat. | ||
streetwar.general_indoor_medium_combat | Similar to above with more frequent distant medium combat. | ||
streetwar.general_indoor_heavy_combat | Similar to above with more frequent distant heavy combat. | ||
streetwar.general_outdoor_light_combat | Quiet outdoor city atmosphere with distant light combat. | ||
streetwar.general_outdoor_medium_combat | Similar to above with more frequent and closer medium combat. | ||
streetwar.general_outdoor_heavy_combat | Similar to above with more frequent and closer heavy combat. | ||
streetwar.destroyed_concrete_building | Building rock rubbling, outdoor medium combat, ambient city sounds and frequent wind snippets. | ||
streetwar.rooftop_heavy_combat | Ambient city sounds, constant background city siren loop, frequent wind snippets and heavy combat. | ||
streetwar.control_room | Small control room. Distant medium indoor combat, Combine tech mechine sounds and Combine computer terminals. | 0 | Combine computer terminal. |
1 | Combine computer terminal. | ||
streetwar.bank_control_room | Bank control room. Similar to above but with no beeping and instead just random machine sounds. | 0 | Combine computer terminal. |
streetwar.bank_machine_room | Puzzle machine room, anywhere with large Combine machines. A constant steam sound, beeping and a Combine computer terminal. | ||
streetwar.bank_general | General inside bank area. Silent wind and distant medium combat. | ||
e3_c17_01_battle | Fire nearby, background city siren and heavy combat. | 0 | Medium sized fire loop. |
1 | Combine barricade gate noises. | ||
2 | Ambient city siren loop. | ||
c17_02_street_lower_1 | Very silent city siren, wind snippets, medium combat and thundering wall noises. | 0 | Combine wall thundering. |
c17_02_street_upper_1 | Medium combat and very distant city siren. | ||
c17_02_street_upper_2 | Same as above but with a louder alarm and thundering wall noises. | 0 | Combine wall thundering. |
c17_02_inside_apartments_1 | Indoor ambient noise with rock rumbling, wood creaking and thundering wall noises. | 0 | Combine wall thundering and machine noises. |
streetwar.underground_manhack_tunnel | Machinery humming, water drips and loud steam. | 0 | Steam loop. |
streetwar.vertical_warehouse_arena | Machinery humming and occasional wind snippets. |
Labs
Name | Description | Position Number | Position Description |
---|---|---|---|
labs_mp | |||
under_boiler | |||
under_tunnels | |||
under_basement1 | |||
combine_tunnel |
Strike
Name | Description | Position Number | Position Description |
---|---|---|---|
strike_ware | |||
strike_outside |
Environment articles: | |
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Soundsystem | Soundscapes • Soundscripts • Soundcache • Sound Operators • Looping Sound • Music Composition Software • Hammer Sound Browser |
Choreography | Choreography Creation • Response System • Faceposer • Scene Implementation |