Dm_valley by MisterBister

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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
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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: 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 Underdog on Sat Aug 6th 2005 at 11:17am

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"
Posted by Crono on Sat Aug 6th 2005 at 11:11am

What out of proportion scales? It isn't as if there's a doorway with a door that's three times the size it should be.

I think this map would be well suited for rocket use, because of the large open area. It looks fun for a team setting or massive DM.

Why do you not like grandiose structures? (You made a similar comment in the other thread ... which didn't fit either)
Posted by Underdog on Sat Aug 6th 2005 at 11:00am

Hench said:
this looks (once again) not like a map i want to play :sad:
I have seen this name on a person on another forum. He was very negative. I suggest that if you are not him that you not repeat his mistakes.

As for this map, it also seems to suffer the huge out of proportion scales. I hope that when I make my first map that I do not do the same.

I like the mood the map incites, keep that part and lose the grand scale.
Posted by ReNo on Sat Aug 6th 2005 at 3:45am

At least give reasons if you are gonna critise mate - simply saying
something without an explanation isn't going to help anybody.
Posted by Hench on Sat Aug 6th 2005 at 3:24am

this looks (once again) not like a map i want to play :sad:
Posted by MisterBister on Sat Aug 6th 2005 at 1:34am
[Author]

Looking good, hope you put in them cubemaps I told ya to?
Yup.
Posted by ReNo on Sat Aug 6th 2005 at 12:32am

You are such a cubemap junky myrk :biggrin:
Posted by Myrk- on Fri Aug 5th 2005 at 11:50pm

Looking good, hope you put in them cubemaps I told ya to?
Posted by MisterBister on Fri Aug 5th 2005 at 11:51am
[Author]

Its been a while but now i'm back and here is the "final beta".

If you have'nt given me any feedback before, now is the time!

This beta contains quite a few changes but since I made most of them some weeks ago, and since my memory suck,

I cant really remember exactly whats new..

Anyway, the things that I'm sure has been updated since the last time is:

Added Basic Teleporter effects as well as sounds.

Made lots of vis optimizing.

Added the combine rifle at two spots in the map

Added ambient sounds.

Removed the seagulls and seekers.

Added lots of cubemaps.

Changed the fog so that it is greyish everywhere instead of orange.

Optimized textures on the mountaints here and there.

Removed a bug at the jetty which forced the player to jump across an invisible barrier to be able to cross it.

I have also filled the old image archive with fresh meat and deleted all the old pics.

Have a look:

http://www.home.no/misterbister/Bilder/Dm_halo/WIP/

Here's pics at the new teleporter effects:

User posted image

User posted image

User posted image

Download the final beta here:

http://www.home.no/misterbister/maps/Dm_valley.rar

As I said before, if you have'nt given me any feedback before, please do it now, before it's too late...
Posted by MisterBister on Tue Jul 5th 2005 at 9:53pm
[Author]

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.
Yup youre right, ive been thinking about the very same thing.