List of HL2 Deathmatch Soundscapes

Here is a list of 46 soundscapes for use in . 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 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.
== Streetwar ==
Name 	Description 	DSP	Position Number	Position Description
overwatch_mp 	Cityvoice: (1) Attention residents: This block contains potential civil infection. Inform, cooperate, assemble.(2) Protection team alert: evidence of anti-civil activity in this community: code assemble, clamp, contain.(3) Citizen reminder: inaction is conspiracy. Report counter-behavior to a Civil Protection team immediately.(4) Alert: Community Ground Protection units: Local unrest structure detected. Assemble, administer, pacify.	 	 	
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. 	 	 	
streetwar.toxic_car_tunnel 	Large underground tunnel. Similar to streetwar.car_tunnel but with toxic slime gurgling, metal stress and light combat. 	 	 	
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. 	 	 	
soundscapes_streetwar.txt
== Labs ==
Name 	Description 	DSP	Position Number	Position Description
labs_mp 	Lab ambient with combine shields, idle headcrabs and atmospheric noises. 	 	0 	Combine shield and atmospheric noises.
 	 	 	1 	Headcrab sounds.
under_boiler 	Underground dank ambience, distance thumpers and a pipe steam loop. 	 	1 	Pipe steam loop.
under_tunnels 	Underground cramped windy tunnels with nearby pipe steam loop. 	 	0 	Pipe steam loop.
under_basement1	Underground general windy basement interior with nearby pipe steam loop. 	 	0 	pipe steam loop.
combine_tunnel 	Cramped underground combine technology interior ambience with combine radio chatter and random fate strange noises.	 	0 	Combine radio chatter.
soundscapes_labs.txt
== Strike ==
Name 	Description 	DSP	Position Number	Position Description
strike_ware 	General concrete interior ambience with sounds of fluorescent light.	 	 	
strike_outside	Outdoor wind gusts and birds. 	 	 	
soundscapes_strike.txt
Category:Half-Life 2: Deathmatch
Category:Level Design
Category:Sound System