All entities double spawn in multiplayer. Supposedly a gamerule class method needs to be stubbed out because it's running spawn code twice? We don't have the source code to HL:S, so we have no idea.
Sounds from Half-Life 2 clash with Half-Life. Doors during the train ride should not sound like a door handle is being pulled. The footsteps are all from Half-Life 2 as well and clash with the lower sampling rate sounds from Half-Life.
Half-Life 1 used both w_models and p_models for the weapons in the enviroment. w_models were intended for laying around in the world and p_models were intended to be held by the players. Source uses w_models for both of these, which results in an inconsistency with Half-Life 1.
This is the most noticable with the Snark. The world is supposed to have a Snark Nest and the player is supposed to hold a Snark. In the 2013 Update, the Snark Nest was just replaced with the Snark. Prior to the 2013 update the Snark Nest would use the player model's skeleton.
This would require an edit of BaseCombatWeapon. Scripts would also need to be updated to include the field "worldmodel" and the "playermodel" field would need to be updated to use the p_model version of the weapons. Both model resources would need to be ported back to Half-Life: Source.
## Quality of Life/Bug: Player Models are hardcoded.
In Half-Life 1, you could install new player models at will. In Half-Life Deathmatch: Source, there's a hardcoded list of players allowed to be selected.
GameUI appears to be okay with new player models being added, so this is a check with-in game logic.
Go into rapidcore.bsp and hit the metal pillar in the middle of the room with the glass floor and MP5/9mmAR pickup. It makes flesh impact sounds, but only to the local player. Is the material type networked properly?
Weapon selection ammo colors are wrong in Half-Life Deathmatch: Source. HLDMS uses ClientScheme from Counter-Strike: Source instead of Half-Life: Source. This results in various colors being incorrect. Select colors will need to be ported over for Deathmatch related colors.
[FreeHL/Nuclide](https://code.idtech.space/vera/nuclide/src/branch/master/platform/base_glsl.pk3dir/glsl/defaultskin.glsl) use a .glsl that mimics the effect accurately. That'd have to be converted into a Source Engine shader. (HLSL?)
- Boot_Camp: What's with all the added crates? And the barricaded door? This wouldn't pass [Wolpaw's Crate Test.](http://www.oldmanmurray.com/features/39.html)
- Frenzy: Has an exploit. You can jump up with the Gauss Rifle onto a penetrable ceiling - metal grate type surface on which they can shoot everyone with an advantage.
Make HL:S load GoldSrc game-logic through a shim. Give the client the ability to intercept the packets that the Source Engine doesn't natively implement. Perhaps unfeasible. Source would also need to support the GoldSrc file formats for this. Probably will never happen, but would make everyones dreams come true.