Dm_valley


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Game: Half-Life 2: Deathmatch
Added Fri Aug 19th 2005

Map Description

This map has a discussion topic which can be visited here

This map is originally based on a map called "halo" made for HLDM. It was supposed to be a half-life variant of the map "blood gulch" from the game halo. Half-life?s graphics engine didnt manage to render a landscape similar to bloodgulch and forced me to make the map into an "L" shape.Since i had played blood gulch with my friends with "rocket launchers only" and had a damn good time with them the night before i started with "halo", i thought it would be fun to see if it was as fun to play with "rocket launchers only" in my HLDM map.The map looked like hell and had alot of visual flaws, though it was not meant to be beautiful since I mainly made it to improve my skills in how to make realistic terrain.

Despite its ugglyness, the map turned out to be a huge success during "LD-LAN #1", a LAN for swedish mappers held in Gothemburg a few times a year. Everyone loved the idea of running around with rocket launchers.

When HL2DM was released i thought it would be fun to make a follow-up on the old "halo" map.

And so it begun, the creation of Dm_valley.

Originally, the map was meant to be very similar to its predecessor, although many of my friends thought it would be more fun, and challenging, if I made it straight, instead of the old "L" shape. After that, things has evolved quite a bit. At first, the map was intended to have to exactly the same bases with only one route between them. However during some gametests one way turned out to be insignificant, so I made two more around the main route, creating a chocke-point in the middle aswell as sideways for the sneaky bastards. I made a unique base for each team to make the map feel more alive and not so dull.

I took alot inspiration from dm_island17 when creating the rebelbase, as you easily can see if you compare the maps.

After seeing a great nasty cool bridge on the map dm_lake i got very dissapointed when you couldnt run up on it, and I thought that I would add a bridge on Dm_valley from where you could get a great advantage over your oponents to make it more unique and fun to play, aswell as adding some eyecandy.

The gameplay of the map is extremely fast paced since everyone respawns with a rocket launcher in addition to the original kit. The map has great support for teamplay but works just as fine with the good old deathmatch mode.

The map is now released and below is the readme, although the personal comments in the thanks to list has been removed to save some space:

><><><><><><><><><><><><><><><><><><><><><><><><><
Dm_valley V 1.0
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Release date: August 5 2005, Gothenburg, Sweden
Half-Life 2 Deathmatch (HL2DM)

==
Title: Dm_valley v 1.0
Name: Dm_valley.bsp
Author: Filip "MisterBister" Coulianos
Email address: <A HREF="mailto:f_misterbister@hotmail.com">f_misterbister@hotmail.com</A>
URL: none specific.
Description:

A fast paced deathmatch map where all the players respawn into the mayhem with rocket launchers in a big valley.
The map is originally created with teamplay in mind as each team respawns in a separate base,
but the map works just as fine in Deathmatch.

==
Play information

Deathmatch: Yes (4-12+)
Team deathmatch: Yes (6-16+)
New sounds: no
New graphics: yes
New music: no

==
Construction:

Base: none
Editor: Hammer World Editor V4
Other progs: Batchcompiler
Known bugs: Texture problems may appear with Nvidia cards.
Build time: 6 months

==
Thanks to:

My mom and dad, My girlfriend Karin, Satchmo, Frissi, Habboi, BlisTer, Orpheus, Myrk-, Addicted to Morphine ,Spartan, Hugh, MoneyShot, ReNo, Crono, Dark_Kilauea, Pureferret, mazemaster, CrazySteve, Underdog, dragonfliet, Grim Reaper, wiggle987, IZaNaGI, seppe, Dead-Inside, Spas12, Vash., Blink, habboi, YokaI, vasko, Yoshi, cur_sed,Athlete{UK}, mabufo, Lonedog, Xlator, Wolf/Sky, Olleman, Coldblooded, Westberg, Lingon geisha, Bladebitch, Alucard, NotueRn, Kobi the leopard, Fenix, Twiggy, Teddybear, Ace, RatFace, Namron, Toor-, Skunken, Ank4, Frank_Desembler, Synthetiq, Clawfinger, Klasse, Skumtomten, Surfer, XPerience, Nilesh and Juim


Additional thanks to:
The Snarkpit community.
The Leveldesign community.
The Interlopers community.
The Halflife.nu community.
The Valve company.

Special thanks to YOU for reading this document and for downloading this map.

==
Other notes:

If you have a server with this map, you may notice that people cannot download the map directly from the server
via steam. This problem appears since this maps file size is bigger than the maximum file size that Valve has allowed
a HL2DM server to upload. This problem can be solved by entering this command in the console:
&quot;net_maxfilesize 30&quot;

If you have suggestions, feedback or anything you want to tell me, please don't hesitate to send me an email:
f_misterbister@hotmail.com

? 2005 Filip &quot;MisterBister&quot; Coulianos
==


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Discussion
[author]
Posted by MisterBister on Tue Jul 5th 2005 at 3:54pm

? quote:The map doesn't look like those last 3 screens though image

Thats maybe because that post is about 21 days old.. =D
0 starsPosted by ReNo on Sun Jul 3rd 2005 at 1:18pm

Might be cool to make one or two high spires/peaks around the edge. At the moment, the screenshots make it look like the cliff border (while very well done it seems) is fairly even in terms of height. A bit of variety wouldn't hurt - get some high spots up there.
0 starsPosted by Myrk- on Sun Jul 3rd 2005 at 1:04pm

The map doesn't look like those last 3 screens though :P
[author]
Posted by MisterBister on Sun Jul 3rd 2005 at 1:58am

In addition to this small update on the progress I just wanted to say that im not dead... At least not yet.. <img src=" SRC="images/smiles/icon_rolleyes.gif">

Thanks alot for all the feedback, you all have helped me more than you know.
Now for the goodies.

First of all, the "final beta" will be released in late july, and that will be the last chance for you guys to make me change all the bad parts. The final version will probably be released somewhere in mid August.

I have also added a few nice things.
First of all, the missing rubble beneath the bridge. Although as it is right now, the rubble kinda eats up all the perfomance, but im working on it..

image

Secondly, i have added some missing visual features inside the big fortress:

image
image

Finally ive added some scanners and seagulls at the map to give it some movement. Right now theyre just flying around ignoring everything and behaves kinda strange. But i think that theese little fellows gives the map more life.

image
[author]
Posted by MisterBister on Tue Jun 14th 2005 at 3:15pm

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

I havent given you an update for about a week now since i have had alot of work to do in school, but now I'm back again with a new beta.

I had lots of feedback at interlopers about the 3D-sky and that I should remove the skyskrapers and create surrounding mountains instead to create a more valley-like feeling, which I have done.

This beta contains a few new enviromental features:


A big fortress at the end of the broken bridge.

image
A pic of the added mountains.

image
another pic of the added mountains.

image
Added a combinefortress looking building aswell, just for show =P.

Download the Beta here:
http://www.home.no/misterbister/maps/Dm_valley.rar

The map seemes to perform a bit better with the newest catalyst drivers 5.6 aswell (it is almost noticable! =P).

Im thinking about making the surrounding mountains a bit higher to create a more claustrophobic feal, right now im not sure if that is necessary.
[author]
Posted by MisterBister on Thu Jun 9th 2005 at 10:10am

After the "new" betarelease, progress has slammed into a halt.
The creaton of a 3D-sky went really fast and painless, until i compiled and checked out the result...
It seemes like the 3D-sky isnt affected by the "far Z clip plane" or "max viewable distance" which makes the map look extremely uggly over far distances. I really dont know what to do.. If you have any suggestions then id be happy to hear them.

image
At short distance

image
At long distances.

For more info:
http://www.snarkpit.net/forums.php?forum=6&topic=5185&6
0 starsPosted by Pureferret on Tue Jun 7th 2005 at 9:06pm

Well something that shows a purpose, so you think this place is a map room, or ammo storage.

Going to download after this post <img src=" SRC="images/smiles/icon_smile.gif">
[author]
Posted by MisterBister on Mon Jun 6th 2005 at 6:05pm

Its time for a new beta with a few updates. It can be downloaded at the same place as usual, http://www.home.no/misterbister/maps/Dm_valley.rar .

The major difference is that I have made the interior of the big fortress much more interesting. (The lightning effects took me many hours to figure out =P)
I have also increased the max viewable distance with 1000 units, although my machine can barely render it at acceptable FPS...

Minor updates:
Put combine posts here and there.

Sewed some leaks.

Made the ambient lightning a little bit darker.

Decreased the number of thumpers to one small and two big.

Placed deathmatch spawnpoints inside the big combine fortress aswell.

Here are a few images:
image
image
image
[author]
Posted by MisterBister on Sun Jun 5th 2005 at 5:54pm

? quote:
The Rebel out post is ok. If you made more functional buildings, maybe even a cliffside watchtowery thing like in the canals (single player) where you drop the washing mashine to raise the ramp?

Edit: Ah, it says there is an error with my .rar file. Firstly it says 'unexpected end of archive, then when I try to extract it says file is corrupted. Help...?


Good idea about the watchtower, ill think about that.
According to you.. What is a more functional building?

No one else has complained about a corrupt .rar file..
Well, I'm about to release a new beta anyway with a few changes, try to download the map again in 24 hours.
0 starsPosted by Pureferret on Sun Jun 5th 2005 at 2:30pm

My suggestion about the Gunship was to block players crawling over the mountainside where they can see over the rocks. the part where you can do that is the shortside of the bridge after you've been teleported.

The Rebel out post is ok. If you made more functional buildings, maybe even a cliffside watchtowery thing like in the canals (single player) where you drop the washing mashine to raise the ramp?

Anyway I've just finished downloading the new map, looks good from the screenies.

Keep up the great work.

Edit: Ah, it says there is an error with my .rar file. Firstly it says 'unexpected end of archive, then when I try to extract it says file is corrupted. Help...?
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