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File comment: DAFE's Death Valley Oct.27, 2009 (Third and hopefully Final revision) - HAPPY GTA2 10th anniversary to all!
DAFESDeathValley_Oct_27_2009v.zip [7.67 MiB]
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File comment: Top down map NOON Includes Weapons Power Ups placements and other game run time drawn objects. Click on image for larger sized poster. If the page errors or fails to load refresh page...imagebin doesn't seem to like to be linked to from other websites. Approximately 20 GTA2 Editor screenshots stitched together and photoshopped.
DAFESDeathValley.jpg [ 62.83 KiB | Viewed 1949 times ]
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File comment: Top down map DUSK. Click on image for larger sized poster. ~20 GTA2 Editor screenshots stitched together and photoshopped.
DAFESDeathValleyDusk.jpg [ 73.7 KiB | Viewed 3346 times ]
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File comment: Trademark's Rendered Screenshot, Thanks!
dafesdeath3.jpg [ 279.36 KiB | Viewed 1450 times ]
EDIT: October 27, 2009 - Third and FINAL RELEASE (hopefully) for October 27th 2009 to commemorate GTA2's 10th Anniversary!
Here's what's new:
Included a DAFESDeathValleyLite.SCR and related .MMP files for a lighter version of the script to help reduce desynchronizations in laggier/more explosive games or for players who just want to brawl on the map without any of the extra goodies. The 'Lite' script removes Elite! bonus, Busgang, Nude Fountain Hitmen (T2's), remote mini gunjeeps and start up cash ($7000). Changed crane weapons/powerups list order to a fast cars list, Infinite death loop fixed of certain nude fountain hitmen bots which now cost $10,000 - spread nude fountain hitmen spawn points further out so they don't get trapped in park or fight for same cars, fixed respawning car at Mosque respawned a block away from where it's new parking spot in previous version, moved pylons and changed black van to a TV Van at mosque parking lot and added coordinates for dish focal point, relocated electroguns and flame throwers at corners of mainland to opposite corners, relocated electrogun and added rocket launcher, molotov cocktails and mines to South Island spawn area, made vehicles respawn on South Island (1 APC and 1 gunjeep), tweaked busgang timer...reduced time from 180 count to 120 count ~ 2 minutes at no lag, rescripted players to be able to steal already spawned busgang from on another when a new player enters black bus they steal the busgang from previous leader and become their new leader, changed weapons order of busgang so that better weapon holders enter the smaller vehicles, redrew map tiles where busgang members spawn that displays their name in the colour of their shirt with the weapon they carry (Thanks to Vyrulynt for their names), corrected fountain water animations to make water look like it's falling and spreading outwards, renamed some navigational zones, reduced train length, started players with cash - $7000, moved invisibility, invulnerability and gang pickups around on east and west islands to make train and small islands more desirable to visit, increased shading level to look like sunrise/sunset, implemented a stuck accelerator and alarm to one of the parked cop cars, removed electrofingers from South Island and added to central park/train stations area because I love to achieve electrofinger kills, added gang pickup to North Island, changed South Island's nude patrol bot's weapon from flame thrower to electrogun, added a start up message and brief message.
STY file edits: Made some interesting custom tiles/textures and custom cars (5 of which are cars I actually own at this point in time on my property

. Thanks to DrSlony/Salamander for touching up some of the cars and creating and allowing me to use his first custom car ( Poland's cult car Fiat - Maluch). I have also replaced some cars with some nice ones I found on the web...I hope the author's don't mind

This makes the next version's archive much larger due to the fact I now have to include new files the first being a large custom .STY file (DAFESDeathValley.STY). This also means that for the in game sound effects (gun shot sounds, etc) to remain working, I also have to include custom named audio files that need to be put into the ...GTA2/data/Audio folder to get the sound effects working again which adds more files (DAFESDeathvalley.sdt and DAFESDeathValley.raw - simply copied/renamed bil.sdt and bil.raw files) to archive. The consensus from the community was that it was worth it, so I think people won't mind the larger files when they get to play map.
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File comment: DAFES Death Valley custom cars including some of my own creations with complete Deltas. Also, notice new SCORE in GTA Pricedown font, and body parts to replace blood animation.
DAFESDeathValleyCarsScoreBodyParts.jpg [ 116.16 KiB | Viewed 1929 times ]
EDIT: July 10 2009, Posted some screenshots of the ELITE! feature thanks to Wario5's help. We've found that this map plays better in Death Match if the frag limit is lowered to about 6 or so...there is a lot of ways to lose frags on this map and it takes a while to rack them up as a result

We've also tested this map running it for almost 2hrs without any desynchs or other issues using a proposed updated version of GTA2. I'm really enjoying how the map has turned out...there are some minor issues that I may tackle in the future for (God forbid) another update
EDIT: June 15 2009, MrExclusive was quick to report the game still went out of synch at the beginning of a lag free game when he was in DUSK mode and his opponent was in NOON mode. He also recommended a higher AMBIENT level. He also found a block that was set as 'AIR" property allowing players to fall through map. I made these 4 quick changes: I added 1 more restart zone on South Island to enable more player traffic to and from that island, I bumped Ambient light level up from .15 to .33 as MrExclusive recommended and removed all flashing lights on map ( I really will miss these as they added nice effects to the map at DUSK

). If it continues to Desynch at the beginning of multiplayer game when any player is in DUSK mode, I'm going to have to recommend multiplayer games will need to run at NOON mode as I am out of ideas. It seems to be much better at holding synchronization now. Feel free to report back either way with this latest version for my and everyone else's benefit

EDIT: June 13 2009, worked on some minor and major fixes and upgrades to the map for (hopefully) a FINAL release.
Here's what I've fixed and upgraded:
MINOR FIXES
- added another spawn point to South Island. There is a way to get back to mainland if both bridges are down...think, think!

- added a respawning rocket proof, Firetruck with flame thrower to a parking lot.
- recreated new poster images at NOON and DUSK to reflect latest version.
- moved and made minor changes to the south island, dropping bridge, power ups and lighting closer to the mainland to resolve an issue I've noticed where multiplayer games with lag seems to affect car speeds or their ability to make the bridge jump vs being able to make the jump without troubles in single player mode.
- added fast reloads at the end of tank tunnels and redrawn tank exits and lanes to make them even more less obvious and tough to acquire.
- created some more respawning cars at Brothels that leave wrecks on map to fill pit with. Also added delays to all respawning cars to prevent ridiculous cash bonuses if carbombed off screen and to reduce wrecks game makes on roadways when cars respawn on their own wrecks (game glitch)
- slope fixes (walking player fell through slope in front of one of the tanks)
- texture tile fixes and improvements to map details in general
- added shallow (non moving water) along some coastlines just to have that feature on map
- added some more active lighting (constant, flashing and flickering lights as if burnt out, power up lighting) * HAD TO REDUCE ACTIVE LIGHTING AS GAME DESYNCHRONIZED QUICKLY NEAR BEGINNING OF A NEW GAME WITH SOME PLAYERS RUNNING IN DUSK MODE...WORKED FINE IN NOON MODE.
- created some docks around lighthouses on islands for effect and to help make North Island easier to get to
- moved some powerups to balance map better and cars around to fit in newly textured parking lots better
- increased gang zone sizes for more combat potential and variable
- made more pedestrian traffic in some areas to liven up map and add some extra variable to map
- made south island armoury GUNJEEP and APC invulnerable to rockets and gave vehicle machine guns to APC as a treat. This will make the South Island even more desirable to go visit, making attacks against rocket launching players very formidable and also force opposing player to use the instant bombs that are provided in various ways on the map.
MAJOR FIXES
- retooled/recoded the script to handle Park Fountain Nude bots dfferently as they were causing desynchs with all 8 of them exploding and no one seemed to really use them. The trigger now costs $7000 and 12 instead of 8 nude Fountain bots now land safely on the road medians around the central park. They have a new objective of splitting up and attacking your opponents with Rocket launcher. They are also invulnerable and will chase+use armed gunjeeps against their distant objective targets. They will use the gun in gunjeep in car chases or even as they approach you while you are on foot. This is testing good so far and a new fun element is added to this map compared to what it was. As an added challenge in 1 player games, player 1 can choose to pay for and trigger these bots and they will all hunt player 1. This mixing with the fact that 1P game is configured to allow 6 wanted level should make for some fun 1 player mayhem and chaos! Stay tuned...
April 15 2009 update. I had to finess the .GMP optimizer to correct a problem it was creating. It was making 1 tile 'Air' property after optimization for some reason allowing players to fall through roof. Looks like it's fine now.
Initially posted April 14. Extensively beta tested, revised and fixed over past few weeks to where I think we have all the main problems resolved. There is close to 3000 lines in the script performing various feature functions. As a result, this map sometimes goes out of synch. Not sure if it's because of the busy script, or the busy gameplay on the map. Most lag free games run fine.... unfortunately, at this point, I don't think out of synch problems can be fixed, so a workaround is to have shorter games. 5-8 frag games 20min might reduce the risk of going out of synch. Keep the explosions to a minimum

Paste of readme:
DAFE's Death Valley - created April 2009/updated June 2009 - map created & scripted by [DAFE] Ontario, Canada.
This map was designed based on my 10 years of playing experience in what I've learned & liked about the game including utilizing skilled/glitch moves (term is interterchangable depending on players' opinions). It was designed for Deathmatch but can be played as Tag or Points games too. This was my first attempt at GTA2 map creation and scripting. Here is what is in the map:
- 1-6 PLAYER COMPATABLE UTILIZING 1 .SCR FILE
- SIMPLE TRAIN WITH 4 STATION PLATFORMS, 2 IN PARK, 2 ON SMALL POWER UP ISLANDS
- 4 ISLANDS ( 1 HIDDEN ) EACH ISLAND HAS A GANG AND BOSS DEFENDING IT
- CRANE SYSTEM AND POWER UP/WEAPONS GENERATOR
- RESPAWNING CARS ( SOME WITH WRECK REMOVAL SOME WITHOUT TO FILL PIT WITH)
- RESPAWNING WEAPONS
- 3 GANGS IN 6 ZONES: 4 ZONES OF ISLAND NUDES WITH SHOTGUNS ( LEAD BY A PATROLING NUDE BOSS BOT THAT KILLS BY FLAME THROWER OR PUNCHING ), 1 POLICE STATION ZONE OF COPS WITH DUAL PISTOLS , 1 HOSPITAL ZONE OF MEDICS WITH ELECTROBATONS
- INVISIBILITY AND INVINCIBILITY ARE STORED ON EAST AND WEST ISLANDS AND CAN BE DISABLED IN GAME BY SIMPLY DESTROYING THE TRAIN IF PLAYERS DECIDE TO DO SO
- COMPLETE SHOPS SELLING VEHICLE MINES, VEHILCE PAINT, VEHICLE BOMB, VEHICLE GUNS, VEHICLE OIL
- DETAILED DUSK LIGHTING OF VARIOUS DEGREES OF AMBIENCE, COLOUR, RADIUS AND STROBING
- ENVIRONMENTAL COLLIDABLE OBJECTS AND SOUNDS
- POLICE WANTED LEVEL OF 6 HEADS FOR 1 PLAYER AND 5 HEADS FOR 2-6 PLAYERS
- START OF GAME SPAWN HIGH DROP AND DROWN IN FOUNTAIN WAS INTENDED BY MYSELF TO BE HUMOROUS
- 2 TANKS ON SOUTH ISLAND ONLY REACHABLE IF PLAYER IS ABLE TO SURVIVE A LONG FALL 
CUSTOM CODING:
REACHED COMPILER MAXIMUM LINE COUNT OF 2976 COMMANDS!!!
- SOUTHEAST BRIDGE EXPLOSIONS AND COLLAPSES WHEN TRIGGER POINT ENTERED, ONCE PER GAME AT $0 COST (SOUTHWEST BRIDGE HARDCODED DOWN - FOR SOME REASON THE GAME COULDN'T HANDLE 2 LOWER_LEVEL COMMANDS AND CRASHED GAME. THIS FEATURE WAS INTENDED TO MAKE SOUTH ISLAND AND ITS TANKS EVEN MORE TOUGHER TO OBTAIN IF PLAYERS CHOSE TO DO SO
- CENTER OF PARK FOUNTAIN TRIGGER SPAWNS 12 INVULNERABLE NUDE HITMEN BOTS ON THE ROAD MEDIANS AROUND KATHERINE PARK THAT WILL DIVIDE INTO EQUIVALENT GROUPS TO HUNT ALL YOUR OPPONENTS WITH ROCKET LAUNCHERS AND GUNJEEPS OR THEY WILL ALL HUNT PLAYER 1 IN A 1 PLAYER GAME FOR EXTRA CHALLENGE - REPEATABLE AT $7000 COST.
- REMOTE MINI GUNJEEPS ARMED WITH VEHICLE GUNS, FLAME THROWER, INSTANT BOMB AND JEEP GUN TRIGGERED FROM HIDDEN MAINLAND CAVE WHICH SPAWN ON CHURCHTOP - REPEATABLE AT $3000 COST
- 'ELITE' DOORFRAG ( PUNCH&KILL WITHIN SHORT TIME CONDITION) REWARD/PUNISHMENT: THE LOSER IS GIVEN 5 WANTED (IF COPS ARE ENABLED) AND CLOTHING REMOVED FOR THAT SPAWN, WINNER HAS ANY AND ALL WANTED REMOVED AND $10,000 CASH REWARD
- THERE'S A HIDDEN, LOCKED BUS IN A BUILDING THAT CAN BE UNLOCKED AT $5000 COST. ONCE UNLOCKED, ANY PLAYER CAN ENTER BUS WHICH SPAWNS 9 TEMPORARILY INVULNERABLE AFRICAN-AMERICAN PED BOTS WITH UNIQUE WEAPONS WHOM ALIGN THEIR ALLEGIANCE TO THEIR NEW BUS DRIVING LEADER. THEIR INVULNERABILITY IS RELIANT UPON A FEW SECRETS THAT CAN BE DISCOVERED BY THE PLAYERS.
I wanted to thank SEKTOR AU for giving GTA2 Multiplayer extended life and for helping me with all my questions. Other thanks goes out to others that have supported me and tested with me:
http://www.wikigta.org , BENMILLARD/CERBERA UK , WARIO5 US , RONALD_REAGAN US , VYRULYNT US , SAUCEBOSS US , SALAMANDER/DRSLONY PL , RAZOR PL , LANTYZ NL and all other players that inspired me to create it! 
I hope everyone enjoys playing on this map as much as I enjoyed making it and playing on it myself! Tons of hours were spent creating/troubleshooting/completing this thing 