Vampire Slayer is a round based team modification for Half Life that pits physically superior Vampires against heavily armed Slayers. The design contrasts asymmetrical strengths rather than mirrored loadouts. Vampires rely on speed, mobility, and lethal close combat. Slayers depend upon ranged weapons, precision, and coordination. The theme draws directly from classic vampire mythology, incorporating staking, feeding, sunlight vulnerability, religious protection, and resurrection mechanics. Matches are played in discrete rounds. Death removes a player from the active round until the next begins. The result is a tense, methodical experience built on timing, positioning, and calculated aggression. You can find out further information on the official Vampire Slayer website.
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Gameplay Overview
Each round begins with both teams spawning at opposite ends of the map. Victory is achieved by eliminating the opposing team before the round timer expires. If time runs out and both sides still have surviving players, the round is declared a draw.
Unlike standard Half Life Deathmatch, respawning does not occur mid round. Once killed, players enter observer mode and must wait for the next round. This structure significantly increases tension and discourages reckless play.
The asymmetry defines the match dynamic:
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Vampires possess superior speed, jump capability, and devastating melee attacks
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Slayers possess firearms and ranged superiority
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Vampires may resurrect if not properly finished
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Slayers must stake downed Vampires to ensure permanent elimination
This interplay produces engagements that are closer to tactical hunting than conventional arena combat.
Key Features
Teams and Characters
Vampires
All Vampires share enhanced physical attributes:
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Faster running speed
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Higher jumping capability
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Instant kill claw attacks to vital areas
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Resurrection if not staked
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Ability to feed on fallen Slayers to regain health
If a Vampire is reduced to zero health by gunfire, they collapse temporarily. During this window, Slayers must stake them to prevent resurrection. If not staked, the Vampire will rise again. A revived Vampire may feed on a dead Slayer by pressing the Use key near the body, restoring health to full.
Vampires cannot pick up Slayer weapons.
Each Vampire has a unique secondary ability with a charge mechanic:
Louis
Nightvision. Particularly effective on darker maps.
Edgar
Stealth. Temporary invisibility suited to ambush attacks.
Nina
Sunlight Immunity. Brief resistance to sunlight exposure, allowing aggressive movement in illuminated areas.
Each special ability has a recharge period displayed on the HUD.
Slayers
Slayers rely on firearms and religious tools. They are slower and physically weaker than Vampires but dominate at range.
Father D
Starts with:
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Pump Action Shotgun
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Double Barrel Shotgun
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Stake and Crucifix
When wielding the stake and crucifix, Father D may activate a brief immunity to Vampire attacks via secondary fire. This ability functions only while the crucifix is deployed and the Holy words are spoken. It is temporary and must be timed carefully.
Molly
Starts with:
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Stake Crossbow
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Micro Uzi
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Stake and Colt Government pistol combination
When using the Stake and Colt combination:
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Primary fire uses the Stake
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Secondary fire fires the Colt pistol
Molly provides versatile mid range capability and precision staking.
Slayers may pick up weapons dropped by fallen teammates. Vampires may not use Slayer weapons.
Weapons
Mossberg Pump Action Shotgun
Primary: Single buckshot blast
Secondary: Double blast, reduced accuracy
Double Barrel Shotgun
Primary: Fires first barrel
Secondary: Fires second barrel
Both triggers may be pressed together for maximum discharge
Micro Uzi
Primary: Automatic fire
Stake Crossbow
Primary: Fires stake bolt
Heart or chest shots result in instant Vampire kill
Secondary: Medium zoom
Stake and Colt Government Pistol
Primary: Stake, instant kill if Vampire is down
Minor damage if Vampire is standing
Secondary: Colt pistol fire
Vampire Claw
Primary: Instant Slayer kill except limbs
Secondary: Activates character specific special ability
The weapon balance reinforces the asymmetry. Slayers must maintain distance and aim accurately. Vampires must close space and exploit movement.
Round Structure and Match Flow
Each map is played across multiple rounds. Round duration may be configured via server settings.
Victory conditions are determined by:
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Eliminating all members of the opposing team
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Achieving the required number of round wins
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Reaching map time limit
If a Round Limit is set, the first team to reach that number of wins triggers a map change. Draws do not count toward the total.
If Time Limit expires before either team reaches the Round Limit, the map changes regardless.
This system allows structured competitive sessions rather than indefinite play.
HUD and Ability Indicators
The HUD provides:
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Health display bottom left
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Round timer bottom centre
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Observer camera controls when dead
Vampires display a charge icon indicating readiness of their special ability. A red icon indicates ready. White indicates active. Intermediate state shows recharge progress.
Father D displays a charge icon when wielding the stake and crucifix for his Pray ability.
Server Configuration
Vampire Slayer provides several server side controls:
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mp_roundlimit, number of wins required before map change
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mp_roundtime, length of each round
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mp_autobalance, team balancing toggle
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mp_friendlyfire, enable or disable friendly fire
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mp_tkkill, automatic punishment for team killing
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mp_decap, enable Slayer decapitation
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mp_decaptime, duration severed heads remain
Character limits may also be enforced:
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mp_maxmolly
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mp_maxfatherd
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mp_maxlouis
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mp_maxedgar
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mp_maxnina
This allows administrators to prevent stacking of particular roles.
Summary
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Round based asymmetrical team modification
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Vampires prioritise speed, melee lethality, and resurrection
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Slayers rely on ranged weapons and staking mechanics
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Permanent elimination requires staking downed Vampires
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Vampires may feed to regain full health
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Unique character specific abilities with recharge systems
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No mid round respawning
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Observer mode while dead
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Configurable round and map win conditions
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Character limit enforcement
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Strong reliance on coordination and positioning