dm_Island17 by mazemaster

Map Rating

  • Star map!
  • 5
  • 3 ratings / 5 stars

Map Download

Map Info

Map Description

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

Discussion

Posted by Crono on Thu Jan 13th 2005 at 8:57am

This is what I noticed need the most
attention (past having the map visually
end and the prop distance thing)

User posted image
This
edge it too high to walk over. Also, the grass texture is misaligned
across the entire
edge.

User posted image
fell
through the map when I
spawned

User posted image
Awesome.

User posted image
Weird
portal "error" in this house. All the door ways and such
had brushes over them but were passable. Maybe you did this on
purpose ... I have no idea.
Also, the Magnum is right next to a
spawn point. Lucky for that person
...

User posted image
Another
example

User posted image
The
ground above seemed to dig a bit into the floor.

User posted image
Only
polish parts of your floor,
eh?

User posted image
This
needs some dust or something. There's wood debris
everywhere.

User posted image
Pretty,
mis aligned, but
pretty.

User posted image
"fix
me"

Oh, also, hl2 crashed when I exited from your map.
However, I got a "Virtual Function Call" which means
there's nothing YOU could have done to cause it. There may be a bug
with one of the pointers in the code for the entities or something.
(Something they're SUPPOSE to massively test for :rolleyes: )

The
connectivity is good. I like the size of the map. And needless to say
it looks beautiful in most areas. I just think it REALLY needs some
outer "decor" to give a sense of a world, not just an
area.

Anyway, good luck, hope this helps.
Posted by Yak_Fighter on Thu Jan 13th 2005 at 7:32am

Well, I shot down about six or seven of them in the beginning with various weapons and then went about looking through the map. I finally made my way to the top of the red barn in a very circuitous route and saw one flying a little bit away from me. I missed the first few shots with the overwatch rifle and then right as I tagged it the game froze and crashed to desktop. The bird had begun it's death spiral a split second before it crashed.

I guess to test it you should just shoot down a bunch of birds and see what's going on. One strange thing I noticed was that the dead bodies of the birds never faded away. I shot one right as the map loaded and it was still there after I wandered about for 5 minutes.

EDIT: I got it to crash again after the 8th or 9th bird was killed. I blew the last one up with an RPG >:) Making them invincible will probably stop the crashing.
Posted by mazemaster on Thu Jan 13th 2005 at 7:22am
[Author]

Thanks for taking the time to run through the map and comment. The skybox will be changed, the env_sun will be fixed, the max viewable distance will be increased, the prop fading distance will be increased, and the vis error will (hopefully) go away with a full vis and a few hint brushes.

About the seagulls though, I really really really want to keep them in. They sort of add the "this is a real place and things are happening" feel as opposed to some random box of geometry where people shoot each other. And plus getting their paths set up took a lot of work! If they are really crashing the game then I will have to take them out, but I really hope that is not the case. Perhaps if I make them invincible it will do the trick. I would really like some more info about this crashing since anytime a map crashes the game its a serious issue.

Also, for anyone else who wants to comment - Please do so soon. I only have a few things left to do before a final compile, and I'm shipping the map off to Valve tomorrow.
Posted by Yak_Fighter on Thu Jan 13th 2005 at 6:29am

This is a beautiful map. It looks almost picturesque. I get pretty good FPS to boot. The layout is superb, with a good mix of close combat and open freewheeling combat areas. The weapon placement and use of props seemed very good as well.

My only complaints are small unimportant things. The wasteland skybox you're using should never be used in a map, seeing as it has that nice blue line all around the top of it. The env_sun is in the wrong place for the map, so the skybox essentially has two suns. Now obviously if you're going to change the skybox then that's a nonissue, but either move the sun or change the sky. :razz: From the lighthouse the edges of the water do weird stuff, like there's a max viewable distance that's too close, but that may just be my video card. Same with the distance props fade away. I was able to easily throw explosive barrels far enough so that they completely faded away and I couldn't see an explosion. Again, it may be my video card, so whatever.

Now on to some more disturbing things. In one of the buildings while going up the stairs the geometry disappeared and reappeared like it was some sort of compiling error. That's probably because of you having used fast vis instead of full, so no biggie. I can't tell you which building because the map just crashed on me, which is bad news. I shot down like my sixth seagull with the Overwatch Rifle when the game just closed out on me, right as I killed the stupid thing. Just to be safe I'd remove all the respawning birds. I think they're cool and all, but if they are the cause of a map crash their presence is unacceptable. This is an awesome map and I'd hate to see it hindered by map crashes and random weirdness.
Posted by Cassius on Thu Jan 13th 2005 at 4:21am

I'll be there. (or be square)
Posted by Juim on Thu Jan 13th 2005 at 4:06am

Map is up and running at the diner right now (8PM) pacific standard time.
Posted by mazemaster on Thu Jan 13th 2005 at 3:34am
[Author]

http://knd.org.uk/files/dm_island17_beta4.zip

Unfortunately I only had time for a -fast vis. Well on my computer at least it runs faster than dm_lockdown without anyone else playing, so we will see.
Posted by Juim on Wed Jan 12th 2005 at 12:57pm

I apologize for redirecting the thread. I look forward to hosting Mazes map tonight and I hope I can get off of work ontime. I got off early last night . Lemme know Maze.
Posted by Orpheus on Wed Jan 12th 2005 at 8:39am

<DIV class=quote>
<DIV class=quotetitle>? quoting Juim</DIV>
<DIV class=quotetext>
dm_motel (sorry if thats a sore spot but it's a cool map)

</DIV></DIV>

a friend, or someone i thought was one, felt the need to defend his choice of map because?... sighs
nevermind... its just not worth it.
Posted by Yak_Fighter on Wed Jan 12th 2005 at 7:14am

dm_depot is the best-looking terrible map I've ever seen. It looks really nice from the screens until you get into the game and realize it has zero gameplay potential.

dm_motel is a step up from a killbox, nothing more. It's far from a cool map, unless a big open poorly designed map full of static props that serve as the only detail is cool.

What happened with that whole thing was that Orph suggested he change the sizes of his screenshots. He bitched alot and then everybody defended him against Orph. Then when he releases a beta Orph gives him a fair critique and then he blows up and deletes his map off the forums. He couldn't take the slightest criticism on his map and refused to consider any suggestions from people, and it really shows.

Also, Maze, this map looks really cool. There may not be enough cover for my taste but I'd have to see it ingame before complaining :smile: