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 Thu May 19th 2005 at 10:11am
[Author]

Alright the BETA-version is up and ready to download at:

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

You will have to use a program that can deal with .rar files in order to extract it, such as Winace or Winrar.

The indoor areas are NOT NEARLY finnished. If you have suggestions to
any different architecture indoors, then please tell me. Im not really
happy with the

current result and will probably do at least one total remake of the indoor area.

Progress:

I have made a very preliminary indoor area aswell as added teleports
from the ground to the bridge, which means that you dont have to run
into under ground areas to get acces to the bridge.

User posted imageUser posted image

Ive also made a overview of the map so you can se its layout. The red
lines shows the underground tunnels and a room which are im currently
working on.

User posted image
Posted by Myrk- on Wed May 18th 2005 at 1:46pm

Architecturally looks sound, I like the point spotlights, don't change them. My only change I can see from screenshots only is that your should make the distance fog fade distance a little bigger, then add in fog manually with the dust tool to make a foggy middle in the valley section or something.

Can't play it atm as I'm on my laptop, but I'll give it a run through when I get home.
Posted by Orpheus on Wed May 18th 2005 at 12:04pm

You are getting to close to finished without a dload link bud. pretty soon you will reach a point that if we find something worth mentioning, you will have invested to much time to listen to us.

post that link soon, or at least chose some "trustworthy" people who won't hesitate to tell you how and where you screwed the pooch.

Screens do look nice, but I use my own judgment when deciding, not the authors who knows where to take a nice screen of his otherwise crappy map.

/2 cents
Posted by MisterBister on Wed May 18th 2005 at 8:21am
[Author]

Wow, so many answers in a very short time, i take that as a positive thing =).
Although it seemes like a few things has to be made clear..

Satchmo:
During the gametests, the lightning was just fine and noone complained about it. Its actually a bit brighter in-game compared to the screenshots.

Frissi:
If I where you, i would not play the map on a computer like yours either, but of course, that depends heavily on the graphics card in use =). I run the map on a 1,8ghz, 1 gigg RAM (whitch doesnt add anything to the framerates) and with a 9600XT. The map runs quite well, about 30 FPS in the worst areas, with few players, although there are lots of optimizations to be done and all my testmaps have been compiled with FAST VIS.

As for the crossbows, there wont be any. Since everyone respawns with rocket-launchers there will actually not be any other weapons available, although I might make a "normal" version of it aswell for all you conservatives aswell.

Spartan:
Interesting that you where planning on something similar. Please tell me in more detail which ideas i "stole" from you =).
By the way, are not going to make the map because of this?

Progress:
I was adding some eyecandy to the outdoor scenes yesterday although i havent tested it yet, but i think it will do just great.
As for the indoor scenes, i will start with them as soon as possible. And when they are "done" ill share a beta with you, so you can give me some more specific feedback.
After that i will start making the 3D-sky which i have big plans for, although im not certain that my poor little machine will be able to render the scenes with decent framerates.. Only time will tell =).
Posted by Frissi on Wed May 18th 2005 at 12:48am

I belive you havent even tried it yet :sailor:

I make maps in the short ammount of freetime i get, i make those maps for my friends here on iceland for we can have a good fast game in a small\medium map wich has all the aspects we friends like, and allso i need to make those maps playable on all our computers and they arent to great, that might explain the low detail and plain looks of this map dm_deluxe.

Im not trying to impress anyone by my maps or trying to make something really high detailed and good looking, im simply making maps for me and my friends...

And maybe you're thinking "hmmm why did he release the map on snarkpit if the map is only for him and his friends...???"

Well the answer to that question is that i know there are people who will like this map cause everyone seemed to enjoy when i betatested it.

Is it something you hate about me, im not trying to fit in here, im simply just a 19 year old student from iceland who likes spending his time off mapping. Im just not interested spending all my money into a new gaming machine and spending all my time specialising in hl2 mapping that would take away my work, my school, my gf, my bands, and my life :evil:

I the kind of person who likes being everyone's friend maybe i have somehow misunderstood your comment if so then im really sorry :popcorn:
Posted by Orpheus on Tue May 17th 2005 at 11:03pm

Frissi said:
, and my map certainly has alot of split up faces cause of lazy and bad construction :cry:
Frissi, you are catching on... finally :biggrin:

welcome to snarkpit. took you long enough to fit in. :biggrin:
next time, post your map "B.E.F.O.R.E" you release it. perhaps, then it won't be so bad.
Posted by Frissi on Tue May 17th 2005 at 10:53pm

My feedback telling the author i really liked his map and will probally play it when i get a better computer cause my computer doesnt like big maps and open like his..

I was not trying to tell him that his map was not well constructed and i am not saying my map is well constructed my map simply is small and i dont have alot of props, and my map certainly has alot of split up faces cause of lazy and bad construction :cry:
Posted by Orpheus on Tue May 17th 2005 at 10:00pm

Frissi said:
I am getting 20-40 instead in maps like dm_deluxe_v1 wich i just released :dorky:
So, are you confirming my suspicion that you needed feedback to create a well constructed map, or is your machine just that bad?

before you answer, i can download your map and know if you are fibbing. :wink:
Posted by BlisTer on Tue May 17th 2005 at 9:43pm

looking great, keep it up
Posted by Frissi on Tue May 17th 2005 at 8:37pm

I am getting 20-40 instead in maps like dm_deluxe_v1 wich i just released :dorky: