1/5
Map Download
Map Rating
Map Info

3 ratings / 5 stars
3 ratings / 5 stars
0 faves
3 ratings
26378 views
3574 downloads
Game: Half-Life 2: Deathmatch
Added Sun Apr 10th 2005
Updated Fri Feb 18th 2011

Map Description

This map has a discussion topic which can be visited here

The map is based on an island off the coast of City17. Smaller than it looks. For the Valve mapping contest.

Map download here:
http://maze5.net/wp-content/uploads/dm_island17.zip

I have also released the source .vmf file for public use, which you can download here:
http://maze5.net/wp-content/uploads/dm_island17_vmf.zip

I mainly intend this source file to be a teaching tool for helping mappers learn how I achieved certain effects. However, feel free to use this source as you see fit. If you want to include parts of Island17 in your map, that is OK. Just give credit where credit is due.

Map listing on my personal website here:
http://maze5.net/?page_id=329


Post ReplyView Topic
Discussion
0 starsPosted by Andrei on Sat Jan 22nd 2005 at 3:41pm

I don't think the brightness is a bad thing. It makes it look very much like a Pacific Island.
0 starsPosted by ddrgn on Sat Jan 22nd 2005 at 4:09am

This map plays well, looks great, one of the best hl2dm maps yet, and thats not just my opinion, the server packs for this map and players are loving it, great job
0 starsPosted by cbk on Fri Jan 21st 2005 at 2:58pm

I really like it...one thing is that from the top of the lighthouse you can see the big square of land all the way around it.
[author]
Posted by mazemaster on Sat Jan 15th 2005 at 11:48pm

I would, but I need someone with DX9 to take some screenshots. Also apparently there is a bug in the 3d skybox that looks kinda bad when you look out at the sea from high up in the map on DX8/9. I didnt notice before i submitted since im on DX7 where water is opaque. But its too late to change that... :/ [addsig]
0 starsPosted by Leperous on Sat Jan 15th 2005 at 10:19am

*cough*makeanewsposthere*cough*

[author]
Posted by mazemaster on Sat Jan 15th 2005 at 1:23am

Final Version -
http://users.seascape.uk.net/~mazemaster/dm_island17.zip

Thanks to everyone who helped with beta testing, advice, etc, and a big thanks to Juim for hosting the playtest.

Went to the Bellevue post office and dropped it off today - the guy there exclaimed "hey this is right here" and he went and put the map in the Valve P.O. box as I waited. [addsig]
[author]
Posted by mazemaster on Thu Jan 13th 2005 at 1:08pm

They are func_areaportalwindows and the stuff you see is not the areaportal itself but rather the func_brush's that are supposed to be rendered only when you are X distance away from the func_areaportal. [addsig]
0 starsPosted by Leperous on Thu Jan 13th 2005 at 12:56pm

I too can see your areaportal windows- you're meant to texture them with nodraw or toolsareaportal, really, and set them to start open. I think your water should either extend out more (good for VIS!) or a fade distance is needed, I don't like being able to see the edges from the lighthouse No other complaints though (although I can imagine people might pine for a buggy to drive around!)
[author]
Posted by mazemaster on Thu Jan 13th 2005 at 12:45pm

Wow. A 14+ hour vis just turned into a 1 hour vis. All I did was move in each side of the skybox inward about 1/3 the distance to the center. Heck, beforehand I even had hint brushes correctly placed blocking off all the unused space. Apparently vvis has a personal vendetta against large areas, even when they are big square blocks of empty space. [addsig]
[author]
Posted by mazemaster on Thu Jan 13th 2005 at 10:02am

Crono I dont know how this is, but you seem to be seeing all of my areaportalswindows brushes even though they are not supposed to be shown until you are a fair distance away. I do not know how this is, and no one else has reported this happening, but perhaps a fast vis has something to do with it. [addsig]
Post ReplyView Topic