It looks like I need to learn a bit more about how NAT and DMZ work together... 
stuck the box in question in a Virtual DMZ and works fine. At the risk of 
proving how little I know about NAT/DMZ, does this mean that effectively all 
ports are "open", but packets are only forwarded as per the policies in place? 
Thanks in advance.

Shane Arnold wrote:
> Afraid not.
> 
> Router supports NAT Loopback and is working fine (the "host" is just a box I 
> use here for testing on a local DSL connection). There is no issue connecting 
> to other, non-srcds based servers using the domain name, which is NAT'd to 
> the local network, on the same host. Domain Name vs IP Address makes no 
> difference. I suppose the answer I am looking for is wether this is a srcds, 
> a linux/other os related issue. I'm fairly confident it's not a 
> network/routing issue as I have other, non-srcds based games hosted on that 
> box and they are working fine using NAT Loopback.
> 
> James Creedy wrote:
>> I used to have a router with a "NAT Loopback" option that would do what you
>> want. Otherwise you could use a domain name instead of an IP address and set
>> up a special rule on your internal network's dns server. Any use?
>>
>>
>>
>> 2009/10/28 Shane Arnold <[email protected]>
>>
>>> Thanks :) Yeah, I want to know why the unreal engine can do it and srcds
>>> can't. All ports are forwarded correctly as you would expect. UPnP is
>>> disabled on the router I am using (I can't stand it, causes more issues than
>>> it's worth). No firewalls on any machines on the NAT side of things either.
>>>
>>> As for the srcds games, I've tried all types of port triggering, address
>>> mapping e.t.c to no avail. It really does seem to be an issues with the
>>> srcds engine?
>>>
>>> [email protected] wrote:
>>>> I think you're underestimating the knowledge of the OP - he can get a
>>> server
>>>> behind NAT which random people can join, the question he's asking is, how
>>>> can HE join it, when he's also behind the NAT?
>>>>
>>>>> -----Original Message-----
>>>>> From: [email protected] [mailto:hlds_linux-
>>>>> [email protected]] On Behalf Of James Creedy
>>>>> Sent: 28 October 2009 21:02
>>>>> To: Half-Life dedicated Linux server mailing list
>>>>> Subject: Re: [hlds_linux] Source Engine Not Traversing NAT
>>>>>
>>>>> NAT usually requires you specify an IP to forward traffic to. So just
>>>>> set up
>>>>> port forwarding to the internal IP address of your srcds server.
>>>>>
>>>>>
>>>>>
>>>>> 2009/10/28 Shane Arnold <[email protected]>
>>>>>
>>>>>> Hi All,
>>>>>>
>>>>>> To break the L4D2 monotony, quick question regarding how the srcds
>>>>> engine
>>>>>> handles NAT. I notice that within a NAT network you obviously won't
>>>>> have
>>>>>> much luck connecting to a srcds server on the external IP, regardless
>>>>> of how
>>>>>> much configuration you do. But my question is whether this is a
>>>>> limitation
>>>>>> of NAT, or a limitation of the srcds engine.
>>>>>>
>>>>>> The reason I ask is, I have a particular machine that hosts both
>>>>> srcds and
>>>>>> unreal engine-based games. The unreal engine games are able to handle
>>>>> NAT
>>>>>> correctly (as in, I can specify a "connect" to my external IP and it
>>>>> will
>>>>>> correctly NAT through to the box). However, I can not do the same
>>>>> with
>>>>>> anything srcds-based (CSS, TF2, L4D e.t.c).
>>>>>>
>>>>>> Any ideas? To be brutally honest my knowledge of how NAT works is
>>>>> limited.
>>>>>> The box is a Debian machine if that matters.
>>>>>>
>>>>>> Cheers
>>>>>>
>>>>>>  - Shane
>>>>>>
>>>>>>
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>>>>>>
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> 
> 
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