Dm_valley by MisterBister

Map Rating

  • 0
  • unrated

Map Download

Map Info

Map Description

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
<><><><><><><><><><><><><><><><><><><><><><><><><
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: f_misterbister@hotmail.com
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:
"net_maxfilesize 30"

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 "MisterBister" Coulianos

Discussion

Posted by MisterBister on Tue Aug 9th 2005 at 3:07pm
[Author]

The map looks good, I like it. I would make the walls thinner in
the rebel base though, as they seem rather thick. Also, I have not
downloaded the map yet, but is the long-diatance-fog issue worked out
yet?
No, there is simply too much detail in the level to remove the "max viewable distance" and the fog.
Posted by mazemaster on Tue Aug 9th 2005 at 4:41am

The map looks good, I like it. I would make the walls thinner in the rebel base though, as they seem rather thick. Also, I have not downloaded the map yet, but is the long-diatance-fog issue worked out yet?
Posted by Pureferret on Mon Aug 8th 2005 at 5:48pm

Yay for the effects, not yet played this but it looks good!
Posted by MisterBister on Sat Aug 6th 2005 at 10:05pm
[Author]

I also agree, this is a good map, and good job to you. My
suggestion is prehapes you could release this map for the HL2CTF mod.
www.hl2ctf.com
Yeah, that was a great idea, i had never thought of it before. I think ill do that.
Posted by Dark_Kilauea on Sat Aug 6th 2005 at 8:27pm

I also agree, this is a good map, and good job to you. My
suggestion is prehapes you could release this map for the HL2CTF mod.
www.hl2ctf.com
Posted by Myrk- on Sat Aug 6th 2005 at 8:16pm

I've played the map quite a few times, and my opinion (don't know if it means anything to anyone lol) is that its a good map, which had some problems and issues which hopefully have been fixed in this new version. Cubemaps being one of them- gotta love them cubemaps!
Posted by Underdog on Sat Aug 6th 2005 at 12:41pm

MisterBister said:
Yes.
Is this a general Snarkpit consensus, or just your vaulted knowledge on the topic?

I may not know, as you claim, but I have the right to NOT KNOW, and you are taking that away from me.

That goes beyond mapping, and I feel it best if I stear clear of your maps from now on. You obviously feel my opinion valueless.

Thanks for clearing that up for me. (sarcasm at its finest)
Posted by MisterBister on Sat Aug 6th 2005 at 12:34pm
[Author]

MisterBister said:
Also, are you suggesting that i'm a newbie just because i'm making a big map?
I'm quite offended.
Are you suggesting that since I think the scale is to big that I am incapable of knowing it is so?
Yes.
Posted by Underdog on Sat Aug 6th 2005 at 12:15pm

<DIV class=quote>
<DIV class=quotetitle>? quoting MisterBister</DIV>
<DIV class=quotetext>

Also, are you suggesting that i'm a newbie just because i'm making a big map?
I'm quite offended.
</DIV></DIV>

Are you suggesting that since I think the scale is to big that I am incapable of knowing it is so? I find that equally as insulting. However I can live with that assessment since I have neither played this map nor built one of my own.

If I am not permitted to comment on the screens alone, so be it.
Posted by MisterBister on Sat Aug 6th 2005 at 12:05pm
[Author]

I prefer smaller 1 on 1 maps I guess. Besides, are you telling
me you have never noticed that almost all new mappers make huge areas?
I find it difficult to believe that every single one of them dreamed of
making a map suited for the RPG.
Now, I can only judge by the pictures, but I feel like an ant in a
cathedral looking at each screen shot. Tell me your hypothesis on how
each mapper dreams of owning a map with an RPG rocket launcher, and
then I will define my reason for saying "Grand Scales"
It seems like your only argument is that the map is big, and because of that, it's bad.

From my point of view, that seems like a very narrow minded opinion...

Let me ask you two simple questions.

First of all, have you ever played the map?

Secondly, have you ever used the rocket launcher?

Let me tell you my point of view.

In order to blow s**t up at maximum efficiency, you need large outdoor areas.

As far as the scales go, it's all default, since you can't change the models scale.

I have had lots of betatesters trying out the gameplay and nobody has ever said that the map was too big.

Also, are you suggesting that i'm a newbie just because i'm making a big map?

I'm quite offended.