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 Frissi on Mon May 30th 2005 at 1:08am

WOW a great map indeed im going to rape this map when i upgrade my computer on lans :sailor:
Posted by habboi on Sun May 29th 2005 at 7:51pm

Keep the rocket launchers only!
It makes gameplay more interesting but maybe you should make them work for it e.g. having to climb a mountain that requires jumping.
Posted by MisterBister on Sun May 29th 2005 at 3:37pm
[Author]

This map would make a great Halo multiplayer map on the PC.

Have you ever consider trying out the Halo editor?
No i havent, thought it was like a "copy and paste" editor for people who didnt really care about the outcome.
Posted by Addicted to Morphine on Sat May 28th 2005 at 11:59pm

Well considering the fact that this map is loosely based on Blood Gulch
it would be kind of strange to bring it full circle back to Halo.
Posted by Spartan on Sat May 28th 2005 at 11:05pm

This map would make a great Halo multiplayer map on the PC.

Have you ever consider trying out the Halo editor?
Posted by MisterBister on Sat May 28th 2005 at 9:03pm
[Author]

Ive been in denmark for a couple of days so I havent been able to work
on the map that much. Although I have a few new screenshots to share
with you, aswell as a new betaversion.

I have worked with increasing the overall detail of the map aswell as
bugfixes and adding clipwalls around the whole map to ensure that no
one can climb up the mountains and camp.

I have also worked on the interiors of both the rebel camp aswell as
the big combine fortress, wich is not done yet. When im through with
that i will start on the 3D-sky.

I had a discussion with a few friends about the rocket launchers and
wether i should put a few extra weapons in the map aswell. One
suggested a magnum for sniping purposes, while the other thought about
the combine rifle with alot of secondary ammo...

What do you guys think?

Is it enough with just the rocket launcher, or will it bore everyone out too quick?

Pureferret:

Yes, some areas do feel a bit empty.

As I said im currently focusing quite heavily on that right now.

Putting in a big gunship was actually not a bad idea at all. There some
kind of mystique around crashed big space vessels as well as it
increases the detail level quite alot although it would be crashed up
in the mountains...

Ill se what I can come up with. Thanks for the idea =).

New beta available for download: http://www.home.no/misterbister/maps/Dm_valley.rar

Heres a few new screenshots:

User posted imageUser posted image

User posted imageUser posted image

User posted image
Posted by Pureferret on Fri May 27th 2005 at 9:49am

Wow, played the map last night and it was cool! I love the variation
and the massive structure of the bridge is new and different! The main
things I think could be improved would be that in the rebel 'camp' the
buildings don't look like they fit together, sort of miss-matched. Plus
(and I realise the map isn't finished) they are mainly empty, I don't
know what you could add.... It also feels empty. Nothing wrong with a
good open space, but it feels like its too open somehow.

Also on the bridge you can climb on to the cliffs, I don't know if you
want that, perhaps it could be blocked off by a crashed gunship?

I hope that helped, Great map!
Posted by Addicted to Morphine on Thu May 19th 2005 at 2:58pm

Hahah wow I'm good :razz:

It was the base placement (and the fact that there were bases) that made me think of blood gulch.
Posted by MisterBister on Thu May 19th 2005 at 2:34pm
[Author]

<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>Is it just me or does that overview somehow remind anyone of blood gulch from Halo? I like the layout you've got going on, thanks for the overview.
</DIV></DIV>

Wow, man yes it does... The story behind the layout is pretty funny though =).
I made a map called "halo" for HLDM about 2-3 years ago, i had played blood gulch for the first time the day before i started with the map.
My intention was to create something similar with the Half-life1 engine, although it failed since I had to make the map "L" shaped instead. As with Dm_valley, all the guys respawned with rockerlaunchers despite that the map was uggly as hell, it was really fun.

When i started with this map, i thought it would be fun to make a HL2DM version of the good old "halo" map. I started to make it "L" shaped during the first weeks, until one of my friends said "hey cmon, the source engine is powerful enough to render the map even if it is almost straight".
So i started to make it straight instead.

The map that was supposed to be a blood gulch-clone turned out to be something different, while the map based on the so-called blood gulch-clone looked much more like bloodgulch..

But i think thats the most fascinating thing about mapping. They always turn out to be something completely different than I had expected. Thats why i never draw any sketches of them before i start, I just have a vague clue about what I want to create.
Its kinda finny that you could suprise yourself with your own creations..
Posted by Addicted to Morphine on Thu May 19th 2005 at 1:57pm

Is it just me or does that overview somehow remind anyone of blood
gulch from Halo? I like the layout you've got going on, thanks
for the overview.