Saxton Hell Forums

Server Discussion => Deathrun Hell => Topic started by: VoiDeD on June 16, 2012, 02:45:03 am

Title: Map Rotation / Map Suggestions
Post by: VoiDeD on June 16, 2012, 02:45:03 am
This thread will be used to keep track of the maps added and removed from the DR rotation.

Feel free to discuss any map suggestions in this thread!

Here's our current map rotation:

Title: Re: Map Rotation
Post by: VoiDeD on June 16, 2012, 06:33:22 am
I've added vsh_dr_badwater and vsh_dr_horrors_prefinal to the rotation.

One caveat with horrors is that I've had to disable ghost mode for this map because ghosts can activate some traps on it. Hopefully in a future version of the map we can enable it again!
Title: Re: Map Rotation
Post by: VoiDeD on June 17, 2012, 03:29:22 am
JayJay has kindly recompiled vsh_dr_badwater and fixed it up with more spawn points so that players don't spawn inside hale, so we've updated to the fixed version.
Title: Re: Map Rotation
Post by: Wizzy on June 22, 2012, 01:41:22 pm
Hey guys, its your favorite teal dragon, I went browsing for some new DR maps to play on, and I have come across a couple that look interesting:

www.tfmaps.com/environment.php?env=18&maps=tf2

http://www.viaclan.com/forums/showthread.php?t=16050

This map is still in progress, but I hope it turns out well: http://www.viaclan.com/forums/showthread.php?t=16055

http://www.viaclan.com/forums/showthread.php?t=16010

Thats all that I could find that I don't think anyone else has suggested, anyways thanks for looking ^.=.^
Title: Re: Map Rotation
Post by: VoiDeD on June 23, 2012, 08:58:15 am
Thanks for the suggestions.

Your first link goes to a category and not a specific map so I'm not sure what that's about.

As for the others, I've grabbed the fixed version of death slope and I'll be testing it out soon. As for dr_tonnel, the link requires a password so I'm unable to download it.
Title: Re: Map Rotation
Post by: Wizzy on June 24, 2012, 02:06:55 pm
Whoops, the first link was supposed to be this: http://gamebanana.com/tf2/maps/166110 (http://gamebanana.com/tf2/maps/166110)

I did not know that the tonnel map was password protected, I shall go see if I can find one that isn't protected, and I have found another map, which is here: http://gamebanana.com/tf2/maps/159127 (http://gamebanana.com/tf2/maps/159127)

Title: Re: Map Rotation
Post by: VoiDeD on June 24, 2012, 02:25:52 pm
Block has some very bad issues with the map music. The music will continue playing through rounds and loop over each other.

As for nobbly, we tested out a while ago and determined it wasn't very good.

A lot of these maps are "my first deathrun map" or "my first map" and they're really poorly made.
Title: Re: Map Rotation
Post by: VoiDeD on June 24, 2012, 09:11:09 pm
Also, we play tested death-slope, and it's got some issues where some traps get stuck closed and people can't move forward so we can't add it.
Title: Re: Map Rotation
Post by: Wizzy on July 11, 2012, 03:02:05 am
Went on another server, and these maps popped up, they were really cool, and when me and few other regulars played them we thought they would be nice editions to our server, and they played through rather smoothly, so here they are:

http://dl.dropbox.com/u/90937436/Deathrun%20Maps.rar (http://dl.dropbox.com/u/90937436/Deathrun%20Maps.rar)

And they had the most up to date block version, and the sound files did not loop and play over each other

Darkenergy has 2 exploits that I discovered, the first being you can walk around one of the traps via the ledge to the left side, the second being that the electricity trap doesn't kill you if you are crouching in the center of it (didn't kill me at least)

Wooden played through smooth and easy, only issue that may be problematic is that the door to the wind tunnel trap on the conveyor belt sometimes doesn't close properly, but the players can still move out of it.
Title: Re: Map Rotation
Post by: VoiDeD on July 11, 2012, 04:22:01 pm
As far as I remember, darkenergy has either fans or teleporters that players can get stuck in.

As for wooden, it's an okay map that we play tested for a while before, but it's incredibly short and easy for players to win. I'd be okay with adding it to the rotation since it doesn't have any huge issues.

As for block,
Block has some very bad issues with the map music. The music will continue playing through rounds and loop over each other.
Title: Re: Map Rotation
Post by: Wizzy on July 11, 2012, 04:30:08 pm
Me and a couple other players played on block for the entire time rotation, it did not have any sound bugs or bugs of any kind, the only thing I didn't like about was that the minigame at the end is time consuming, but that can be fixed.

Also this is the current version of darkenergy, you cant get stuck on the fans and teleporters, I tried doing that when I went through it, the only exploit I discovered was a fault in the two traps, as mentioned above.
Title: Re: Map Rotation
Post by: VoiDeD on July 11, 2012, 05:42:20 pm
Alright, I'll give these maps a shot then.
Title: Re: Map Rotation
Post by: VoiDeD on July 11, 2012, 08:00:20 pm
Added the following maps to rotation:

vsh_dr_block_v4
vsh_dr_darkenergy_v3
vsh_dr_wooden_v3

Ghosts are disabled on darkenergy because of breakable glass.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 15, 2012, 08:44:54 pm
Added vsh_dr_cube_v2 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 18, 2012, 08:55:14 pm
Added the following maps to rotation:

vsh_dr_asylum_a3
vsh_dr_area_51_a2
vsh_dr_aconian_b2
vsh_dr_tonnel_v2
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 20, 2012, 03:27:39 am
Updated vsh_dr_aconinan to (probably) final version.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 20, 2012, 03:40:22 am
Removed vsh_dr_darkenergy_v3 from rotation for now. Gonna see if I can fix some exploits up with our zones plugin.
Title: Re: Map Rotation / Map Suggestions
Post by: Diealready on July 20, 2012, 04:09:49 am
ok I MAJORLY fucked up dr_aconian_v2 by forgetting to have the anti-rush doors disappear after the button is pushed.

final: http://gamebanana.com/tf2/maps/167382 (http://gamebanana.com/tf2/maps/167382)

Sorry for any inconvenience, I need to stop making releases/bugfixes at 4 AM.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 20, 2012, 11:40:36 pm
Updated vsh_dr_aconinan to the actual final version.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 21, 2012, 09:06:34 pm
Added darkenergy to rotation again. Most map bugs should be fixed.
Title: Re: Map Rotation / Map Suggestions
Post by: Diealready on July 23, 2012, 05:11:54 am
Darkenergy seems to crash the server now, no clue why but it happened twice today.
Title: Re: Map Rotation / Map Suggestions
Post by: Nurse Flutterjerk on July 30, 2012, 08:22:31 pm
Found this looked cool
http://gamebanana.com/tf2/maps/159127 (http://gamebanana.com/tf2/maps/159127)
Title: Re: Map Rotation / Map Suggestions
Post by: Miaumon on July 30, 2012, 10:54:09 pm
Quote
Found this looked cool
[url]http://gamebanana.com/tf2/maps/159127[/url] ([url]http://gamebanana.com/tf2/maps/159127[/url])


tested before, its not.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 01, 2012, 05:09:33 am
Removed vsh_dr_darkenergy_v3 from rotation due to server crashes.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 02, 2012, 04:24:41 pm
Added vsh_dr_castle_v2 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 02, 2012, 10:10:04 pm
Added vsh_dr_hotdesert_b5 and vsh_dr_xtremeway_b1 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 06, 2012, 12:53:08 am
Added vsh_dr_forice_b6, vsh_dr_mario_b2, and vsh_dr_trollrun_final to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 06, 2012, 03:55:47 am
Added vsh_dr_basicbrick_b7 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 06, 2012, 08:22:11 am
Updated vsh_dr_area_51_a2 to vsh_dr_area_51_b1.
Title: Re: Map Rotation / Map Suggestions
Post by: Nurse Flutterjerk on August 06, 2012, 06:21:26 pm
about the mario map consider removing it or removing the fireballs on the first trap it kills 90% of the people
Title: Re: Map Rotation / Map Suggestions
Post by: Tilux on August 06, 2012, 06:23:35 pm
about the mario map consider removing it or removing the fireballs on the first trap it kills 90% of the people
Bad idea, people just don't seem to be patient and try to jump 2 at time, which result in a fail. Or don't time themselves. In either case, its the players fault, not the map.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 06, 2012, 08:10:20 pm
about the mario map consider removing it or removing the fireballs on the first trap it kills 90% of the people

There's nothing wrong with the first trap, it's not difficult to get past. The problem is that no one knows how to platform at all. With that said, I don't plan on removing it because some players like the difficulty.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 07, 2012, 12:36:28 am
Added vsh_dr_minecraft_b3 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 08, 2012, 06:04:38 am
Added vsh_dr_death-slope_v1_fix_s to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 09, 2012, 01:39:16 am
Added vsh_dr_inca_v3 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: Nurse Flutterjerk on August 10, 2012, 06:43:10 pm
on the Castle map Hale can activate the second trap the one with spikes infinte amount of times
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 11, 2012, 12:00:21 am
on the Castle map Hale can activate the second trap the one with spikes infinte amount of times


Fixed!
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 11, 2012, 12:33:00 am
Updated vsh_dr_wooden_v3 to vsh_dr_wooden_v3_ig. This version removes the glass so runners can't see hale.
Title: Re: Map Rotation / Map Suggestions
Post by: Nurse Flutterjerk on August 12, 2012, 04:44:15 pm
demoman exploit on minecraft where they can use the Ullapool Caber  to "jump" to the left side of the map on a ledge and skip most of the first traps
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 12, 2012, 11:19:42 pm
demoman exploit on minecraft where they can use the Ullapool Caber  to "jump" to the left side of the map on a ledge and skip most of the first traps

What do you mean by most? Are they bypassing more than one trap? The caber is generally okay since it's one time use, but if people are getting past more than the first trap then that's troubling.
Title: Re: Map Rotation / Map Suggestions
Post by: Nurse Flutterjerk on August 12, 2012, 11:21:47 pm
yeah they can get past more than one trap and they can go behine a invisable wall and waste time there
Title: Re: Map Rotation / Map Suggestions
Post by: Nurse Flutterjerk on August 20, 2012, 12:48:02 pm
On the mario map scouts can use bonk on the explosive barrels and jump on them to make some explode and clear a path for other players therefore makeing the trap almost useless.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 02, 2012, 02:53:48 am
Added vsh_dr_atomic_warfare_tf2 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 14, 2012, 08:48:01 pm
Updated the following maps:

vsh_dr_asylum_a3 -> vsh_dr_asylum_final
vsh_dr_mario_b2 -> vsh_dr_mario_b3
vsh_dr_basicbrick_b7 -> vsh_dr_basicbrick_prefinal2a
Title: Re: Map Rotation / Map Suggestions
Post by: Sakuya on September 15, 2012, 11:38:17 am
Was there a cap point on dr_cube v2? Because people is capping every round and makes the map unplayable
Here is a pic
http://steamcommunity.com/sharedfiles/filedetails/?id=96449798 (http://steamcommunity.com/sharedfiles/filedetails/?id=96449798)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 15, 2012, 12:17:10 pm
Was there a cap point on dr_cube v2? Because people is capping every round and makes the map unplayable
Here is a pic
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=96449798[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=96449798[/url])



Friggin easter eggs. Do you know how people are getting there?
Title: Re: Map Rotation / Map Suggestions
Post by: Sakuya on September 15, 2012, 06:18:01 pm
Right after spawn, you just have to jump into the corner on the right side. It will teleport you into cap point
Title: Re: Map Rotation / Map Suggestions
Post by: Sakuya on September 16, 2012, 03:25:42 pm
Double posting with a picture
http://steamcommunity.com/sharedfiles/filedetails/?id=96850611 (http://steamcommunity.com/sharedfiles/filedetails/?id=96850611)
That corner teleports you to cap point
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 16, 2012, 04:35:00 pm
Thanks, I've fixed that now.

Also added vsh_dr_smexytraps_v2 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 17, 2012, 09:05:58 pm
Diealready has been kind enough to convert another map!

Added vsh_dr_aztecan_tf2 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: Sakuya on September 18, 2012, 09:06:00 pm
Aztecan needs some fixin'
As demo you can skip a lot of traps, there is a small path there, look
http://cloud-2.steampowered.com/ugc/937003993045526360/0C17415255126DD3C13FE483B691F88B20D5AF14/ (http://cloud-2.steampowered.com/ugc/937003993045526360/0C17415255126DD3C13FE483B691F88B20D5AF14/)
http://cloud.steampowered.com/ugc/937003993045527246/32E2069A1527C583D3342A2428797F46E149FD23/ (http://cloud.steampowered.com/ugc/937003993045527246/32E2069A1527C583D3342A2428797F46E149FD23/)
Title: Re: Map Rotation / Map Suggestions
Post by: Diealready on September 19, 2012, 01:05:53 am
Caber just needs to be removed for fucks sakes, causes way more trouble in exploits than what it's even useful for.
Only time I see people using caber in a useful way is to get past the first trap in mario, everywhere else is just exploits exploits exploits.
Title: Re: Map Rotation / Map Suggestions
Post by: bombs on September 19, 2012, 02:42:07 am
Aztecan needs some fixin'
As demo you can skip a lot of traps, there is a small path there, look
[url]http://cloud-2.steampowered.com/ugc/937003993045526360/0C17415255126DD3C13FE483B691F88B20D5AF14/[/url] ([url]http://cloud-2.steampowered.com/ugc/937003993045526360/0C17415255126DD3C13FE483B691F88B20D5AF14/[/url])
[url]http://cloud.steampowered.com/ugc/937003993045527246/32E2069A1527C583D3342A2428797F46E149FD23/[/url] ([url]http://cloud.steampowered.com/ugc/937003993045527246/32E2069A1527C583D3342A2428797F46E149FD23/[/url])


god i hope that guy wasn't being serious about skrillex inventing dubstep

and yeah caber is not really fair to begin with imo
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 19, 2012, 11:57:57 am
Bah. You guys. :(

The caber is balanced in the way of being one time use, similar to the scout's bonk and spy's deadringer. All these weapons are designed to give you the ability to get through hopefully just one trap.

I'll end up placing some zones on the map as I don't really want to remove the caber.
Title: Re: Map Rotation / Map Suggestions
Post by: bombs on September 19, 2012, 01:03:24 pm
Bah. You guys. :(

The caber is balanced in the way of being one time use, similar to the scout's bonk and spy's deadringer. All these weapons are designed to give you the ability to get through hopefully just one trap.

I'll end up placing some zones on the map as I don't really want to remove the caber.


ur balanced >:(
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 19, 2012, 11:27:06 pm
Diealready has recompiled the map to fix the ledges, so that should be fixed now!
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 23, 2012, 05:39:09 pm
Updated vsh_dr_horrors_prefinal to vsh_dr_horrors, and vsh_dr_mario_b3 to vsh_dr_mario_b4.
Title: Re: Map Rotation / Map Suggestions
Post by: Muttonchops on September 23, 2012, 07:31:23 pm
While I was surfing the web for a map, I found this:

http://www.gamebanana.com/maps/159127 (http://www.gamebanana.com/maps/159127)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 23, 2012, 07:33:37 pm
Nobbly traps is really awful, we've tested it out long ago.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 23, 2012, 11:03:59 pm
Added vsh_dr_darkwoods_b1 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: Nurse Flutterjerk on September 24, 2012, 10:58:03 pm
on darkwoods heavies can taunt kill hale
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 25, 2012, 10:56:31 pm
on darkwoods heavies can taunt kill hale

That should be fixed now. Thanks!
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 27, 2012, 01:01:50 am
Added vsh_dr_mario_b3 into the rotation alongside b4. b3 is the version that has the fireballs.
Title: Re: Map Rotation / Map Suggestions
Post by: Nurse Flutterjerk on September 27, 2012, 08:15:58 am
THANK YOU
Title: Re: Map Rotation / Map Suggestions
Post by: Knucklejoe on September 27, 2012, 12:41:52 pm
Added vsh_dr_mario_b3 into the rotation alongside b4. b3 is the version that has the fireballs.

Ok, good. I didn't get anywhere with the map creator anyway, tried talking to him and he said that he refused to put the fireballs back in simply because he had too many complaints about it.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 28, 2012, 10:34:56 am
Added another map kindly converted by Diealready: vsh_dr_missing. Updated vsh_dr_inca_v3 to vsh_dr_inca_v8.
Title: Re: Map Rotation / Map Suggestions
Post by: Nurse Flutterjerk on September 29, 2012, 12:00:56 am
Hey you guys ever though of adding a motivator like CUPCAKE or ding ding on trollrun rounds can take up to 10min so a motivator would be nice
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 29, 2012, 12:15:47 am
Making a motivator plugin has been on my todo list for a while. I haven't had the time to sit down and actually write it though.

The idea is that a "laser wall" will follow the path of the map and anyone getting near/behind it will get killed.

Someday soon I hope. I may get started on this this weekend.
Title: Re: Map Rotation / Map Suggestions
Post by: Diealready on September 29, 2012, 08:47:19 pm
I'd be happy with just a round timer
Title: Re: Map Rotation / Map Suggestions
Post by: Sakuya on September 29, 2012, 08:58:26 pm
I think it was a bad idea to leave 2 dr_marios, its like every hour we play either one of those :(
I would prefer to leave the one with the fireballs though
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 30, 2012, 04:08:03 pm
I'd be happy with just a round timer

Alright well I've implemented the round timer for now. I've set the time limit to 7 minutes for most maps, and I plan to tweak it per-map based on how easy/difficult they are.

Hopefully next weekend I'll make it a true motivator plugin, and not just a timer.
Title: Re: Map Rotation / Map Suggestions
Post by: Nurse Flutterjerk on October 01, 2012, 07:51:15 am
If you do a motivator the easiest ones to do would be Painias cupcake, Freddy, Waffle bro (with out music), something unique to the DR server, keep the timer,or just a generic laser wall
Title: Re: Map Rotation / Map Suggestions
Post by: Sakuya on October 02, 2012, 09:44:23 am
This is why mariob4 should be removed
http://steamcommunity.com/sharedfiles/filedetails/?id=100428946 (http://steamcommunity.com/sharedfiles/filedetails/?id=100428946)
Holding the round etc etc, the fireball would have killed him already, people raging for waiting 4 minutes or more
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 02, 2012, 12:34:36 pm
This is why mariob4 should be removed
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=100428946[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=100428946[/url])
Holding the round etc etc, the fireball would have killed him already, people raging for waiting 4 minutes or more


Removing the map wouldn't make a difference. People can just idle somewhere else away from the fireballs.

The point of the timer is to prevent this sort of thing happening for an entire map, and it does it's job.

It can still be tweaked to decrease the time allowed on certain maps to reduce how much people have to wait when things such as this happen.
Title: Re: Map Rotation / Map Suggestions
Post by: Diealready on October 08, 2012, 12:45:34 am
Sudden Idea: Checkpoints? Say the round timer is at a low amount (maybe 2 minutes, depending on the map) and as players move through the map to secondary areas, time gets added to the round timer (say 3 more minutes or something). It would probably give players a bit more motivation to finish the map and spend less time fucking around at the first traps, and if they do, everyone else doesn't have to wait as long for the round to be over.
Don't know if that would be possible to code but I thought it would be nifty.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 08, 2012, 12:21:12 pm
Sudden Idea: Checkpoints? Say the round timer is at a low amount (maybe 2 minutes, depending on the map) and as players move through the map to secondary areas, time gets added to the round timer (say 3 more minutes or something). It would probably give players a bit more motivation to finish the map and spend less time fucking around at the first traps, and if they do, everyone else doesn't have to wait as long for the round to be over.
Don't know if that would be possible to code but I thought it would be nifty.

That's something I've considered. It'll require more per-map work, but I agree it would be better than just a whole-map timer.
Title: Re: Map Rotation / Map Suggestions
Post by: Knucklejoe on October 08, 2012, 06:20:17 pm
That's something I've considered. It'll require more per-map work, but I agree it would be better than just a whole-map timer.
Actually... No it wouldn't...

Think about how a regular control point map works. Just set a few control points in the map, and add time when a point is capped. Make sure that the round does not end until every point is capped or the end of the map is reached.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 08, 2012, 08:09:52 pm
Actually... No it wouldn't...

Think about how a regular control point map works. Just set a few control points in the map, and add time when a point is capped. Make sure that the round does not end until every point is capped or the end of the map is reached.

I don't feel like it would be any different than the current timer, if anything it would encourage people to proceed through more of the map.

Instead of 7 minutes, the map could be split into two 3 minute section, and one 1 minute section (as an example). It would encourage people to go through all the traps in a timely manner instead of just sitting at the beginning of the map and waiting until the last bit of time to go through everything.

Honestly, I had a more compelling argument for why I thought this method would be better than just a straight up timer, but it's not coming to me at the moment.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 09, 2012, 07:44:07 pm
Added vsh_dr_bandicoot_egypt_tf2_v6 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 13, 2012, 06:37:40 pm
Added vsh_dr_dev_v2 and vsh_dr_sunbaked_d to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 16, 2012, 05:20:08 pm
Added vsh_dr_industrial_v1c to the rotation.

Honestly, I had a more compelling argument for why I thought this method would be better than just a straight up timer, but it's not coming to me at the moment.

I rediscovered my compelling argument: forcing people to go through the map instead of sitting at the beginning forces players to go through traps which they can die to, thus moving to the next round.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 18, 2012, 08:22:00 pm
Updated vsh_dr_basicbrick_prefinal2a to vsh_dr_basickbrick_final.
Title: Re: Map Rotation / Map Suggestions
Post by: Diealready on October 23, 2012, 10:23:27 pm
http://www.mediafire.com/download.php?0ii61o5tjd1z64p (http://www.mediafire.com/download.php?0ii61o5tjd1z64p)
You can caber jump out of dr_sawmill and live past the map's kill trigger. Should just put at kill-zone over that hole in the roof to fix it, only way you can get out.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 25, 2012, 05:10:16 pm
Fixed, thanks.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 25, 2012, 05:54:01 pm
Updated vsh_dr_industrial_v1c to vsh_dr_industrial_v2b.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 28, 2012, 07:04:48 pm
Added vsh_dr_time_travel_b1 and vsh_dr_cocainum_b4 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 06, 2012, 07:51:58 pm
Added vsh_dr_pyroland_v1 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 16, 2012, 11:01:19 pm
Updated vsh_dr_cocainum_b4 to vsh_dr_cocainum_v2_1_xmas.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 25, 2012, 08:44:40 pm
Updated vsh_dr_time_travel_b1 to vsh_dr_timetravel_fix.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 20, 2013, 02:01:34 pm
Added vsh_dr_wintermill_beta to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 24, 2013, 11:18:35 pm
Updated vsh_dr_winterhill_beta to vsh_dr_winterhill_beta2.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 02, 2013, 12:22:26 am
Updated vsh_dr_aconian_final to vsh_dr_aconian_final2.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 18, 2013, 11:35:38 pm
Added the following maps to rotation: vsh_dr_minecaves_final, vsh_dr_cliffsideb4, and vsh_dr_woods_b5.
Title: Re: Map Rotation / Map Suggestions
Post by: crab on February 27, 2013, 04:27:17 pm
cliffside: somequite a bit of classes cannot pass this gap (http://puu.sh/29qzG). either that or i am a shitty jumper.
i can understand that you can change classes to overcome that but quite a bit of the server doesn't have the processing power to realize that
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on February 27, 2013, 04:55:05 pm
i hate that gab
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 27, 2013, 08:26:43 pm
cliffside: somequite a bit of classes cannot pass this gap ([url]http://puu.sh/29qzG[/url]). either that or i am a shitty jumper.
i can understand that you can change classes to overcome that but quite a bit of the server doesn't have the processing power to realize that


I'm able to make that jump as a heavy, which I believe is the slowest class in DR.
Title: Re: Map Rotation / Map Suggestions
Post by: Nurse Flutterjerk on February 27, 2013, 08:45:36 pm
heavy with GRu is simple :P
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 27, 2013, 08:58:31 pm
heavy with GRu is simple :P

Is there a reason to not be using the GRU as a heavy?
Title: Re: Map Rotation / Map Suggestions
Post by: crab on February 28, 2013, 03:53:15 pm
I'm able to make that jump as a heavy, which I believe is the slowest class in DR.
im gonna assume you used the gru, which i think gives heavy 127ish% movespeed on these servers (assuming they give 50% movespeed still) + small extra jump height. that is literally faster than everything else.

E:Okay maybe they only make heavy run at medic speed, but that means he's faster than the majority of classes.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 02, 2013, 09:08:00 pm
Added vsh_dr_hereafter_b2 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: crab on March 03, 2013, 11:18:35 am
Added vsh_dr_hereafter_b2 to the rotation.
could you make the water at the end kill hale a bit faster? im playing the map right now and i swear i thought the map was bugged because we just sat there for so long while hale was drowning
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on March 03, 2013, 12:01:14 pm
could you make the water at the end kill hale a bit faster? im playing the map right now and i swear i thought the map was bugged because we just sat there for so long while hale was drowning
Maybe code it so it does 2k health per second?
Title: Re: Map Rotation / Map Suggestions
Post by: crab on March 03, 2013, 12:15:42 pm
preferably, yes
kinda like on horrors
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 03, 2013, 04:32:21 pm
could you make the water at the end kill hale a bit faster? im playing the map right now and i swear i thought the map was bugged because we just sat there for so long while hale was drowning

Done!
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 08, 2013, 01:58:53 pm
Updated the following maps:

vsh_dr_xtremeway_b1 to vsh_dr_xtremeway_tank
vsh_dr_minecraft_b3 to vsh_dr_minecraft_b10
Title: Re: Map Rotation / Map Suggestions
Post by: Inconspicuous on March 11, 2013, 10:18:53 pm
Factory has been updated.

Just thought someone should know
Title: Re: Map Rotation / Map Suggestions
Post by: Wizzy on March 17, 2013, 05:29:23 pm
http://tf2.gamebanana.com/maps/168936 (http://tf2.gamebanana.com/maps/168936)
http://www.mediafire.com/?pxg2ba3t81uxjiw (http://www.mediafire.com/?pxg2ba3t81uxjiw) (map known as dr_poker)
http://tf2.gamebanana.com/maps/172420 (http://tf2.gamebanana.com/maps/172420)
http://tf2.gamebanana.com/maps/172341 (http://tf2.gamebanana.com/maps/172341)
http://tf2.gamebanana.com/maps/172985 (http://tf2.gamebanana.com/maps/172985)

These are all maps I found while scrounging around, I have no idea if they are good or not.
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on March 17, 2013, 05:41:43 pm
[url]http://tf2.gamebanana.com/maps/168936[/url] ([url]http://tf2.gamebanana.com/maps/168936[/url])
[url]http://www.mediafire.com/?pxg2ba3t81uxjiw[/url] ([url]http://www.mediafire.com/?pxg2ba3t81uxjiw[/url]) (map known as dr_poker)
[url]http://tf2.gamebanana.com/maps/172420[/url] ([url]http://tf2.gamebanana.com/maps/172420[/url])
[url]http://tf2.gamebanana.com/maps/172341[/url] ([url]http://tf2.gamebanana.com/maps/172341[/url])
[url]http://tf2.gamebanana.com/maps/172985[/url] ([url]http://tf2.gamebanana.com/maps/172985[/url])

These are all maps I found while scrounging around, I have no idea if they are good or not.

If you want, I can noclip around the maps, see what their traps are, and then make a suggestion from it.
Title: Re: Map Rotation / Map Suggestions
Post by: Wizzy on March 17, 2013, 05:43:42 pm
If you want, I can noclip around the maps, see what their traps are, and then make a suggestion from it.
Sure, why not, I haven't bothered to look at them, I just grabbed ones that looked complete and weren't in a beta format.
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on March 17, 2013, 07:15:13 pm
Sure, why not, I haven't bothered to look at them, I just grabbed ones that looked complete and weren't in a beta format.
Alright, here it goes.

1. Bell's a bit too dark imo. Also, getting around as Hale is a bit confusing so it's not my best choice.
2. Poker is...weird with spawns. I couldn't find where BLU or RED spawned since it stuck me on the floor, and BLU was killing RED so it's not the best idea.
3. Minecat is pretty decent. The only problem I find with it is that some traps are able to be reused, it's the same layout as blackcatreg, and it has no idle killer.
4. (See #3 except the opposite way around)
5. Scaryforest has good intentions imo. The only problem I've found with it is that some traps can be reused and that it doesn't have an idle killer. Other than that, I give it my stamp of approval (Btw, love the easter egg).

Well, that's my review.
Title: Re: Map Rotation / Map Suggestions
Post by: Wizzy on March 17, 2013, 07:25:07 pm
I believe voided can add an idle killer to the maps without one, and it would be fun to play on a dark map, remember tonnel and forice are pretty dim maps, good to know that some of the maps I grabbed aren't complete shit.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 18, 2013, 02:54:50 pm
[url]http://tf2.gamebanana.com/maps/168936[/url] ([url]http://tf2.gamebanana.com/maps/168936[/url])
[url]http://www.mediafire.com/?pxg2ba3t81uxjiw[/url] ([url]http://www.mediafire.com/?pxg2ba3t81uxjiw[/url]) (map known as dr_poker)
[url]http://tf2.gamebanana.com/maps/172420[/url] ([url]http://tf2.gamebanana.com/maps/172420[/url])
[url]http://tf2.gamebanana.com/maps/172341[/url] ([url]http://tf2.gamebanana.com/maps/172341[/url])
[url]http://tf2.gamebanana.com/maps/172985[/url] ([url]http://tf2.gamebanana.com/maps/172985[/url])

These are all maps I found while scrounging around, I have no idea if they are good or not.


1. I looked at bell before, and decided against it due to missing textures and an issue with a stuck door.
2. Poker is an obfuscated map that won't work outside of skial.
3, 4, 5. Wacker's maps are all really shitty, with traps that don't work and other general issues that would be a pain to fix (the elevator on minecat).
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on March 18, 2013, 05:16:10 pm
1. I looked at bell before, and decided against it due to missing textures and an issue with a stuck door.
2. Poker is an obfuscated map that won't work outside of skial.
3, 4, 5. Wacker's maps are all really shitty, with traps that don't work and other general issues that would be a pain to fix (the elevator on minecat).
What about #5? The only problems I found were some reusable traps and no spawnkiller.
Title: Re: Map Rotation / Map Suggestions
Post by: Wizzy on March 19, 2013, 12:08:01 am
I am just going to argue the point that we still play on maps that have broken traps such as mario, winterhill, and even area 51.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 19, 2013, 12:17:22 am
At least those maps don't look like my_first_map.bsp :/

And on top of that, those are maps where the traps are worth fixing; if someone would point out which traps, of course.
Title: Re: Map Rotation / Map Suggestions
Post by: Wizzy on March 19, 2013, 12:28:16 am
Correct me if I am wrong, but didnt Diealready help with some of his maps?

Anyways, on mario the pusher plants dont always push you completely off, and you can stand safely behind them without them squishing you. The two cloud traps can be broken by shooting them and they dont kill you if they fall on you regardless, the block trap in the lava area also doesnt kill you if it lands on you.

On area 51 the black hole trap in the middle room sometimes doesnt shut off, and other times it wont even activate, also the explosion trap at the end doesnt always kill.

Winterhills spike falling trap doesnt always kill you, same with the flying ambulance.

Also on the topic of fixing maps, why dont we fix darkenergy?
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 19, 2013, 12:31:01 am
Correct me if I am wrong, but didnt Diealready help with some of his maps?
Diealready isn't a fan of the maps either.

Also on the topic of fixing maps, why dont we fix darkenergy?
The issue with it was a persistent server crash. As with most map crashes, finding the root cause is very difficult if not impossible.
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on March 19, 2013, 12:32:27 am
Correct me if I am wrong, but didnt Diealready help with some of his maps?
Yes. On the Blackcatreg map, it says in spawn "With help from da-xm".
Title: Re: Map Rotation / Map Suggestions
Post by: Wizzy on March 19, 2013, 12:34:12 am
Wasn't the server crash caused by the addition of the kill wall surrounding the trap in low gravity? Is there not a way to add boundaries like on block so that instead of a kill wall players just cant walk through it and are forced into the trap? I asked Diealready to fix the traps on darkenergy, but I dont think he has attempted to as of yet.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 19, 2013, 12:45:05 am
Wasn't the server crash caused by the addition of the kill wall surrounding the trap in low gravity? Is there not a way to add boundaries like on block so that instead of a kill wall players just cant walk through it and are forced into the trap? I asked Diealready to fix the traps on darkenergy, but I dont think he has attempted to as of yet.

The only way to create physical barriers is through modifying maps, which is something I generally don't do.

Diealready mentioned that he'd fix darkenergy at some point, but like you said he hasn't done anything yet.
Title: Re: Map Rotation / Map Suggestions
Post by: crab on March 21, 2013, 06:01:40 pm

Winterhills spike falling trap doesnt always kill you
last i checked there's holes in the roof where you can hide under safely. my guess is that was probably intentional
Title: Re: Map Rotation / Map Suggestions
Post by: Wizzy on March 21, 2013, 10:17:58 pm
I have been hit by the spikes on winterhill directly, it just pushed me aside. There are other traps on other maps that have that same effect, an explosion trap won't kill heavies since they have so much HP. It just becomes a question of fairness then, is it fair that there is a chance I can live through spikes falling on me, is it fair that I can be a heavy and live through an explosion?
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 22, 2013, 06:33:26 pm
Added vsh_dr_may_fixed3 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on March 22, 2013, 06:36:07 pm
I have been hit by the spikes on winterhill directly, it just pushed me aside. There are other traps on other maps that have that same effect, an explosion trap won't kill heavies since they have so much HP. It just becomes a question of fairness then, is it fair that there is a chance I can live through spikes falling on me, is it fair that I can be a heavy and live through an explosion?
a heavy is a meat shield mainly and he has hax
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 22, 2013, 07:43:48 pm
Added vsh_dr_hell_b6 to the rotation.
Title: 2 new maps
Post by: Mah Brand on March 24, 2013, 12:16:32 am
Hello all, I have found 2 new maps.
A NEW MARIO MAP
A NEW MAP CALLED CONFUSION
I was wondering how (is it even possible) 2 bring these 2 new maps in2 saxton hell.
Sorry bout all the 2's  8)
Title: Re: 2 new maps
Post by: Wizzy on March 24, 2013, 12:59:51 am
Hello all, I have found 2 new maps.
A NEW MARIO MAP
A NEW MAP CALLED CONFUSION
I was wondering how (is it even possible) 2 bring these 2 new maps in2 saxton hell.
Sorry bout all the 2's  8)

Brand, you need to go under your tf2 folder where all the files are kept, find the maps and add them to something like dropbox or another filesharing thing, so that the admins can download them and look at them.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 24, 2013, 01:51:52 am
Neither of those maps are usable outside hmx.
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on April 11, 2013, 08:48:02 pm
http://tf2.gamebanana.com/maps/173529 (http://tf2.gamebanana.com/maps/173529)
Title: Re: Map Rotation / Map Suggestions
Post by: Gordon Freeman on April 23, 2013, 04:00:20 pm
Looking at mvm maps found some deathrun maps in the process.
http://tf2.gamebanana.com/maps/172420 (http://tf2.gamebanana.com/maps/172420)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on April 23, 2013, 04:16:56 pm
That map has been suggested before. It has some very exploitable features and isn't made very well.
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on April 23, 2013, 05:34:52 pm
which one the one i suggest or gordons
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on April 23, 2013, 06:30:23 pm
which one the one i suggest or gordons

Gordon's.

As for yours, that one has like 5 traps.
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on April 23, 2013, 07:28:07 pm
ok
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on April 29, 2013, 04:41:38 pm
Looks like our database backup still had pyroland in rotation. I've removed it now.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on May 04, 2013, 06:58:09 pm
Added vsh_dr_minecraftworld_b3 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on May 06, 2013, 04:28:26 am
Voidy, may I have a download of Vegas_b4 just to see if i can break the proctection as Adventure_v5-6's protection was broke (same map maker) when the sdk comes back.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on May 06, 2013, 02:03:21 pm
I recall adventure's protection was laughably basic, so I imagine vegas's is exactly the same if it's the same map maker. As for a download, I don't really have one offhand so you'll need to get by with searching.
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on May 06, 2013, 02:50:08 pm
I recall adventure's protection was laughably basic, so I imagine vegas's is exactly the same if it's the same map maker. As for a download, I don't really have one offhand so you'll need to get by with searching.
why not copy map and put on media fire
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on May 10, 2013, 06:38:02 am
As seeing you broke Minecraftworld's protection, you will probably be able to break Vegas, clientside.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on May 10, 2013, 03:49:48 pm
If we were interested in running that map, which we're not due to it's massive file size.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on May 10, 2013, 08:42:25 pm
That's common with Gentlespy... As soon as I get that file from the server I'm banned from, I'll see how it deals with decompiling.
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on June 15, 2013, 04:23:03 am
http://tf2.gamebanana.com/maps/174664 - V3 fixed of Sunbaked. Apparently, the "bookcase" trap was causing crashing, so the map maker removed it. You might need to fix the map name though (removing the ()'s on (fixed) and the space in between).
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 01, 2013, 01:13:47 am
Added the following maps to the rotation:

vsh_dr_prison_escape_v3
vsh_dr_void_vfinal
vsh_dr_divinity_vfinal
Title: Re: Map Rotation / Map Suggestions
Post by: crab on July 01, 2013, 01:49:59 pm
vsh_dr_void_vfinal
PLEASE REMOVE THIS MAP
I BEG OF YOU
THERE IS NOTHING GOOD ABOUT IT

e: actually, can I see where you got the map from? Preferably like a thread or something so I can see the author's notes on this.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on July 01, 2013, 03:10:38 pm
Divinity seems to have several places where runners are blocked permanently. Not sure if it's glitches or if the map is actually built that way.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on July 01, 2013, 03:24:09 pm
Seems to be the last 2 traps, specifically. Second to last trap has a killzone over it making it impossible to pass until it's been activated. The last trap is weird as it's supposed to build a staircase or something to climb over the wall, but it seems that it can glitch out and not do that also making it impossible to pass.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on July 01, 2013, 03:35:13 pm
I foresee major problems with pushing on Void.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 02, 2013, 08:06:58 pm
Seems to be the last 2 traps, specifically. Second to last trap has a killzone over it making it impossible to pass until it's been activated. The last trap is weird as it's supposed to build a staircase or something to climb over the wall, but it seems that it can glitch out and not do that also making it impossible to pass.

Will definitely be looking into these issues and fixing them where needed.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 03, 2013, 12:08:00 pm
I've fixed the described issues with those traps now.

PLEASE REMOVE THIS MAP
I BEG OF YOU
THERE IS NOTHING GOOD ABOUT IT

Could you elaborate?

e: actually, can I see where you got the map from? Preferably like a thread or something so I can see the author's notes on this.

http://tf2.gamebanana.com/maps/174834
Title: Re: Map Rotation / Map Suggestions
Post by: crab on July 03, 2013, 12:47:56 pm
Could you elaborate?
No effort was put into the map.
It's a straight line with default textures and a solid (default?) background.
The traps are extremely basic and there are so few that it's impossible for a hale to win unless if everyone went into each trap at once which doesn't really happen lol
The minigame takes WAY too long to actually get over with. That isn't an opinion, it really is super long.
and it's not timetravel ;)

[url]http://tf2.gamebanana.com/maps/174834[/url]
ty
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on July 03, 2013, 01:35:46 pm
Yeah, Void's minigame is possibly longer than Sawmill's. It's also near impossible to win as the walls close in incredibly quickly by the fourth wave.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on July 06, 2013, 12:08:25 pm
Is it possible to turn attacking off on Divinity's minigame?

EDIT: Apparently it's supposed to but doesn't always work? What is the deal there?
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 06, 2013, 12:28:14 pm
It should always work. Are there cases where it isn't?
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on July 06, 2013, 12:31:16 pm
Yes there are. It seems about 50/50.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 08, 2013, 01:09:37 pm
Alright well I've tweaked it a little so it should always work now.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on July 08, 2013, 06:21:51 pm
Nope, attacking still works.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 08, 2013, 06:46:13 pm
Goddamnit. Truthfully I'm at a loss for what's causing this, as we're using the same exact logic on a few other maps and it works perfectly. I've tweaked it a little more, but if it keeps happening I'm not entirely sure what to do.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on July 09, 2013, 07:02:51 pm
It might be fixed now. Three times in a row attacking was disabled. Had to get off before testing further, I'll try to play it again tomorrow or something to verify.
Title: Re: Map Rotation / Map Suggestions
Post by: LazyOrange on July 13, 2013, 01:20:56 pm
This map:
vsh_dr_void_vfinal
Worst map ever. Its just a black skybox, with traps that even a simple scripter can do.
It looks horrible, nobody likes it.
Its short
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on July 13, 2013, 05:55:47 pm
Yeah, minigame on Divinity definitely seems to be fixed now.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 13, 2013, 06:31:33 pm
Yeah, minigame on Divinity definitely seems to be fixed now.

Good to hear, cause I had ran out of ideas for fixing it. :s
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on July 19, 2013, 10:04:19 pm
http://tf2.gamebanana.com/maps/175000
prision time
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 19, 2013, 11:03:53 pm
[url]http://tf2.gamebanana.com/maps/175000[/url]
prision time


We already have that map in rotation, albeit an older version.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on July 20, 2013, 11:34:25 am
So I'm assuming that somehow in fixing the minigame on Divinity we may have broken the one on Horrors. Hale punched me.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on July 20, 2013, 11:44:16 am
Either that or there's always been an issue. Doesn't happen every time it seems.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 20, 2013, 12:41:51 pm
Vaaaaaaaalve.

I'll apply the minigame patch on that map as well, then. Are there any other maps that include similar minigames?
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on July 20, 2013, 12:47:18 pm
Not that I can think of, but I've probably only really played half of the maps.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on July 21, 2013, 07:11:28 pm
Out of curiosity Voidy, what is your opinion on spots like this? http://steamcommunity.com/id/BLAKU/screenshot/902128274206214877

It's literally just there so the runners can bypass about 5 traps while Hale can do nothing about it.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 22, 2013, 10:48:28 am
Out of curiosity Voidy, what is your opinion on spots like this? [url]http://steamcommunity.com/id/BLAKU/screenshot/902128274206214877[/url]

It's literally just there so the runners can bypass about 5 traps while Hale can do nothing about it.


I want to say that they're okay, as it's kinda a risk/reward thing, but I'm not entirely sure how often people fail on that.
Title: Re: Map Rotation / Map Suggestions
Post by: Knucklejoe on July 22, 2013, 11:09:46 am
I want to say that they're okay, as it's kinda a risk/reward thing, but I'm not entirely sure how often people fail on that.
Me? Almost never. Others? Quite a bit.

You need to know where the platform ends and how far you can actually jump before trying to go that way. I see no problem with it.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on July 22, 2013, 09:17:06 pm
Prison Escape has a broken minigame as well it seems, but it's a terrible map anyway.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 23, 2013, 08:20:48 am
Updated vsh_dr_prison_escape_v3 to vsh_dr_prison_escape_v7.

Prison Escape has a broken minigame as well it seems, but it's a terrible map anyway.
I've applied the fix to that map as well.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on July 23, 2013, 09:11:31 pm
I've applied the fix to that map as well.
Still broken.
Title: Re: Map Rotation / Map Suggestions
Post by: crab on July 23, 2013, 09:13:09 pm
we should just strip all weapons and have people go civilian except for hale
it sounds like a quicker idea than trying to scan code for problems imo
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on July 23, 2013, 09:15:22 pm
And Hale being able to kill everyone else while they're defenseless is a good idea why?
Title: Re: Map Rotation / Map Suggestions
Post by: crab on July 23, 2013, 09:21:40 pm
it punishes people for being dumb enough to not pick instawin
that sounds like enough of an upside to me
Title: Re: Map Rotation / Map Suggestions
Post by: Propane on August 10, 2013, 12:32:14 pm
Pretty cool map. http://www.youtube.com/watch?v=8WzWLpT4bG4
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 10, 2013, 04:18:30 pm
Added vsh_dr_safety_first_v3 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on August 10, 2013, 07:42:30 pm
Safety First is a horrible map. The traps are cheap, the elevator is glitchy as all hell, and it lags every 5 feet.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 10, 2013, 08:31:13 pm
the elevator is glitchy as all hell, and it lags every 5 feet.

What's wrong with the elevator? It looked fine to me when on the server.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on August 10, 2013, 08:38:51 pm
Far as I can figure, it's basically teleporting you every few seconds. You can literally get stuck in one of the "teleports" unless you're constantly jumping.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 10, 2013, 08:40:19 pm
The only teleporting is when being late to the elevator. Walking into the shaft will teleport you to the elevator. Other than that it's a physical lift.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on August 10, 2013, 10:34:12 pm
So I guess you can still sometimes attack in Divinity's minigame.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on August 11, 2013, 03:18:45 pm
http://www.mediafire.com/?j27vmco36v7v0a7

If it's just a physical lift, explain to me how this happens.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 12, 2013, 05:19:40 am
It's a physical lift with two separate sections connected by a trigger_teleport and likely some whacky map logic. As for how that happens, I have no clue. It doesn't seem like much of an issue anyway as you still ended up at the top.
Title: Safety First Map isn't updated yet...Please update it D=
Post by: Uncle Bourbon on August 13, 2013, 09:39:20 am
Apprently the one were using is still V3 which is full of bugs. The maker of this map has an updated V4 version out thought (i'm subscribed to his youtube channel), and it fixes many more bugs. Please update the map to remove the many bugs like the elevator glitch XD.

http://tf2.gamebanana.com/maps/175798
Title: Re: Safety First Map isn't updated yet...Please update it D=
Post by: Clockwork Rainbowdash on August 13, 2013, 09:56:17 am
I agree. I also keep getting the missing map error, and the only way to fix it is to download the new update, which can't seem to be found anywhere.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 13, 2013, 10:32:41 am
Updated vsh_dr_safety_first_v3 to vsh_dr_safety_first_v4.

As a side note, it would be wonderful if map authors bothered to actually list their changes.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on August 13, 2013, 03:24:51 pm
http://steamcommunity.com/sharedfiles/filedetails/?id=169276683

Basically, literally nothing was actually changed. Also...

http://steamcommunity.com/sharedfiles/filedetails/?id=169280755

A killzone down here would be much appreciated.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 13, 2013, 06:41:50 pm
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=169280755[/url]

A killzone down here would be much appreciated.


Done.

I'm not giving up on the map just yet though, especially just because of a silly elevator. There are plenty of options to consider like setting up some teleport logic that teleports anyone still in the shaft after X amount of seconds or something.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 16, 2013, 04:47:39 pm
Updated vsh_dr_safety_first_v4 to vsh_dr_safety_first_final.
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on August 24, 2013, 10:01:29 pm
tf2.gamebanana.com/maps/176062 i swear to god if anyone posted this shit i will kill aliens
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 24, 2013, 10:15:21 pm
tf2.gamebanana.com/maps/176062 i swear to god if anyone posted this shit i will kill aliens

That map was reposted on GB, and it's hilariously bad.
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on August 24, 2013, 10:45:46 pm
how bad we talking about f2p bad or cod bad
Title: Re: Map Rotation / Map Suggestions
Post by: Turkle on August 25, 2013, 01:24:57 pm
As bad as you
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on August 25, 2013, 07:52:25 pm
turkle thats not an option
Title: Re: Map Rotation / Map Suggestions
Post by: Turkle on August 31, 2013, 01:11:24 am
you really aren't smart are you
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on August 31, 2013, 12:47:13 pm
no not really just fucking with you huehue
Title: Re: Map Rotation / Map Suggestions
Post by: LEON35 on September 01, 2013, 03:13:02 pm
you really aren't smart are you

Turkle why you no admin anymore
Title: Re: Map Rotation / Map Suggestions
Post by: Turkle on September 01, 2013, 03:18:43 pm
Really bo, now that I'm not an admin I can say that you are literally retarded. All the admins think you're dumber than a monkey and you act like a god damn retard. Grow up you man-child.
Title: Re: Map Rotation / Map Suggestions
Post by: crab on September 01, 2013, 03:19:47 pm
Really bo, now that I'm not an admin I can say that you are literally retarded. All the admins think you're dumber than a monkey and you act like a god damn retard. Grow up you man-child.
Real talk

Turkle why you no admin anymore
He and voidy had a dispute.
Title: Re: Map Rotation / Map Suggestions
Post by: LEON35 on September 01, 2013, 03:25:55 pm
Real talk
He and voidy had a dispute.
Come back Turkle
Title: Re: Map Rotation / Map Suggestions
Post by: Turkle on September 01, 2013, 03:26:42 pm
i still play with a few of the admins everyday, I just don't play tf2 much because it's so fucking boring.
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on September 01, 2013, 04:36:52 pm
I know that the admins dont like me at all u have to say it i found out for myself already
Title: Re: Map Rotation / Map Suggestions
Post by: Turkle on September 01, 2013, 11:04:58 pm
You really are one dense mother fucker.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 01, 2013, 11:28:28 pm
Lets keep it civil, ya'll.
Title: Re: Map Rotation / Map Suggestions
Post by: Turkle on September 02, 2013, 01:44:40 am
but he doesn't even know where the Buvins is
Title: Re: Map Rotation / Map Suggestions
Post by: Miaumon on September 02, 2013, 09:30:56 am
(https://dl.dropboxusercontent.com/u/43332504/1377297202160.gif)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 11, 2013, 04:29:57 pm
Added vsh_dr_wolfenstein_v1_1 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: Toadgineer on September 13, 2013, 09:39:09 pm
Added vsh_dr_wolfenstein_v1_1 to the rotation.

While it does seem like a cool map, there's a couple of things I'd like to point out regarding the third floor (provided you actually managed to survive the hammers, platforms, and the spikes, hehe).

1) If a ghost makes it to the end of the third floor, Hale gets automatically tele'd to the end zone. It would be nice to fix this so that dead people are freely able to roam around, without messing with Hale.
2) The "steam" obstacle on the same floor seems impossible to pass (while the first pipe has a decent pattern to it which you can dodge, the rest are in sync, creating an impossible-to-avoid wall) . I just barely managed to get past once thanks to throwing myself a Sandvich as a Heavy. Each time you get "hit" by the obstacle, you lose like 150 HP.

Yes, I am aware of the hammers and platforms, but I think with a little patience and practice, it shouldn't be too big a problem (think safety_first and badwater respectively).
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 13, 2013, 11:56:15 pm
1) If a ghost makes it to the end of the third floor, Hale gets automatically tele'd to the end zone. It would be nice to fix this so that dead people are freely able to roam around, without messing with Hale.
I've disabled ghostmode on that map.

2) The "steam" obstacle on the same floor seems impossible to pass (while the first pipe has a decent pattern to it which you can dodge, the rest are in sync, creating an impossible-to-avoid wall) . I just barely managed to get past once thanks to throwing myself a Sandvich as a Heavy. Each time you get "hit" by the obstacle, you lose like 150 HP.
It's definitely possible to get across, but the steam is a little offset from the actual pattern. You have to move over to the next steam jet a lot earlier. The jets should be doing only 50 damage though, so I've also fixed that.
Title: Re: Map Rotation / Map Suggestions
Post by: Gordon Freeman on September 14, 2013, 03:03:41 pm
Some maps I found when I got bored.
http://tf2.gamebanana.com/maps/168936
http://tf2.gamebanana.com/maps/174834
http://tf2.gamebanana.com/maps/176062
http://tf2.gamebanana.com/maps/174762
http://tf2.gamebanana.com/maps/159127
http://tf2.gamebanana.com/maps/172341
http://tf2.gamebanana.com/maps/172420
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on September 14, 2013, 11:10:58 pm
the forest one i posted and voidy had in is gay
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on October 21, 2013, 06:40:46 pm
http://tf2.gamebanana.com/maps/177033
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 22, 2013, 02:30:56 am
Added vsh_dr_delay_b1_fixed to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on October 22, 2013, 08:08:46 pm
Delay's motivator is way too fast for how long the map is. Only way to win is if Hale gives a freerun. Or, of course, he doesn't know how2rushers.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 22, 2013, 09:58:31 pm
The built in motivator or the timer we have?
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on October 22, 2013, 10:04:57 pm
The built in motivator or the timer we have?
The built in motivator. I think it spawns 1:30 after the map starts and moves at the speed of around a Medic/Pyro.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 22, 2013, 10:31:24 pm
I'm fairly certain this can be attributed to it just being a new map. Eventually players will learn the traps and the motivator shouldn't be an issue.
Title: Re: Map Rotation / Map Suggestions
Post by: Nurse Pinkamena on October 22, 2013, 11:49:23 pm
its like slay and dust people just get used to it
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on October 27, 2013, 08:22:22 pm
Apparently you can Caber over the doors at the end of Prison Escape. Don't know if we care to fix that. >_>
Title: Re: Map Rotation / Map Suggestions
Post by: Knucklejoe on October 27, 2013, 11:46:48 pm
Apparently you can Caber over the doors at the end of Prison Escape. Don't know if we care to fix that. >_>
Well... The caber's purpose is to skip one trap...
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on October 28, 2013, 08:28:31 am
caber is for skipping a trap that is a trap so it can be skipped
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on November 12, 2013, 03:53:43 pm
http://steamcommunity.com/sharedfiles/filedetails/?id=194465721

Kill zone?
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on November 12, 2013, 05:26:17 pm
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=194465721[/url]

Kill zone?
should be on that is cheap as hell
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on November 13, 2013, 04:07:57 pm
Is there a way to damage people if they're colliding on a moving platform? Really infuriating when no one can move forward because of a couple of dicks.
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on November 13, 2013, 04:39:33 pm
Is there a way to damage people if they're colliding on a moving platform? Really infuriating when no one can move forward because of a couple of dicks.
thats the only way voidy can do it besides putting kill zones that insta kill u if u touch it, but i would do the hurt zone
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 17, 2013, 12:47:45 am
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=194465721[/url]

Kill zone?


Added a hurt zone, that should be enough to force people down.

Is there a way to damage people if they're colliding on a moving platform? Really infuriating when no one can move forward because of a couple of dicks.


Not easily, it sounds like something a nopush zone could solve though.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on November 17, 2013, 02:55:51 pm
Added a hurt zone, that should be enough to force people down.
Awesome. And since I'm not sure how you did it, I'll just let you know you can also get on the ledges above that one with the Caber. Just wanna make sure they're all affected.

Quote
Not easily, it sounds like something a nopush zone could solve though.
Perhaps. Worth a try at least.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 17, 2013, 04:10:08 pm
Awesome. And since I'm not sure how you did it, I'll just let you know you can also get on the ledges above that one with the Caber. Just wanna make sure they're all affected.
Yep, zoned off the whole area and the higher ledges.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on November 17, 2013, 04:22:18 pm
K.

Do you want me to compile a list of moving platforms to put a nopush zone on? Trying to find the map that instigated that post, but Darkwoods could use it in a few spots(first 1-3 traps and the platforms moving in a circle before the Duck Tales trap which could also use it since you can break it by having 2 people stand against the back wall). Cocainum is a more popular map with this problem so would be better strictly for testing though(vertical platforms on the tower).
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on November 17, 2013, 04:32:43 pm
And the map I was looking for was Missing. The platforms that go through the laser trap.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 17, 2013, 04:57:29 pm
The one thing I'd want to be careful about is that I don't wish to remove all the challenge from these sort of traps.

I'd only want to put the nopush zones on platforms where they're _very_ small and prone to griefing. The best example is mario, where the platforms are thinner than a player's bounding box.

If the platform is larger than a player, it's safe to assume that players should be able to handle jumping onto it if another player is present.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on November 17, 2013, 05:35:43 pm
The problem with these platforms though is that they get completely stuck if people are colliding on them, thus literally making it impossible to move forward unless they move. There is no challenge in this.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 17, 2013, 05:39:59 pm
Oh, right. Okay yea I'm all for it then, as long as it's a platform that _must_ move in order for players to complete the map, and can't simply be jumped past.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on November 17, 2013, 05:43:41 pm
All the ones I listed cannot be bypassed. You can argue the first few traps of Darkwoods, but that first one is so easy to just completely break I would hope to just fix it especially since it has immense push force if people do break it so you can't even jump back without dying.
The Duck Tales trap would be a nice fix as well, though I might be the only person that actually knows it can break.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on November 20, 2013, 01:59:00 pm
http://steamcommunity.com/sharedfiles/filedetails/?id=196717276

Apparently you can get behind the door the Fact Sphere is behind. Killzone please.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 20, 2013, 07:45:17 pm
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=196717276[/url]

Apparently you can get behind the door the Fact Sphere is behind. Killzone please.


Done, thanks.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on November 23, 2013, 12:29:00 pm
Can we put a damage zone or something in the trail room of Wolfenstein? We need to somehow stop griefers from getting behind the motivator and wasting time.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 23, 2013, 01:02:49 pm
Can we put a damage zone or something in the trail room of Wolfenstein? We need to somehow stop griefers from getting behind the motivator and wasting time.

The timer is generally the solution to this, but I've put a zone there regardless.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on November 23, 2013, 01:13:21 pm
Thank you. The problem with the timer is that the motivator is so slow, the people are literally waiting there the whole round just to get behind him.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on November 27, 2013, 02:33:42 pm
Here's a suggestion,
https://www.dropbox.com/s/wvy0dj64jfgqqzm/dr_gaytower_v2_fixed.bsp

EDIT: I'm also working on a revamp of this map due to how ugly this map looks. 30% done
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 29, 2013, 12:33:04 am
Here's a suggestion,
https://www.dropbox.com/s/wvy0dj64jfgqqzm/dr_gaytower_v2_fixed.bsp

EDIT: I'm also working on a revamp of this map due to how ugly this map looks. 30% done


Looking forward to that. There should also be something that clues players into the fact that they should look up and follow the path for the invisible ramp section.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 29, 2013, 12:48:32 am
Added vsh_dr_gaytower_v2_fixed to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on November 30, 2013, 12:32:51 am
doublepost
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on November 30, 2013, 12:34:38 am
Dr_block updated: http://tf2.gamebanana.com/maps/166110
(It's not v5 and it fixes problems with that version)

Also, new maps:

Universe: https://www.dropbox.com/s/o6wutwjt7yoz62y/dr_universe_v4.bsp
Waterarea: https://www.dropbox.com/s/mgqd5ecsy32zzjs/dr_waterarea_v5.bsp

4halls https://www.dropbox.com/s/h6u290sd2q53r4j/dr_4halls.bsp
This one has a problem: once the trains go and people are behind, the people behind don't die. If you can't fix it with plugins, I'll open up hammer.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on November 30, 2013, 02:01:48 pm
http://steamcommunity.com/sharedfiles/filedetails/?id=199559214

Use the Dead Ringer to get stuck here. It puts a kill zone all along the path of that trap, literally making it impossible to move forward.
Might wanna check the second sliding crate trap too.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on November 30, 2013, 02:56:11 pm
On Gaytower you can Caber on the gate outside of spawn to the second level, thus skipping like 8 traps or something. There might be other parts where this is possible.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on November 30, 2013, 09:29:28 pm
On Gaytower you can Caber on the gate outside of spawn to the second level, thus skipping like 8 traps or something. There might be other parts where this is possible.

Noted for my revamp.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 01, 2013, 06:26:03 am
Updated vsh_dr_block_v4 to vsh_dr_block_v6.
Added vsh_dr_universe_v4 to the rotation.


Dr_block updated: [url]http://tf2.gamebanana.com/maps/166110[/url]
(It's not v5 and it fixes problems with that version)

Unfortunately it still didn't fix the biggest issue: the awful usage of poorly networked entities (http://steamcommunity.com/sharedfiles/filedetails/?id=199803783). Luckily we have a plugin that fixes that by just removing them.

Waterarea: [url]https://www.dropbox.com/s/mgqd5ecsy32zzjs/dr_waterarea_v5.bsp[/url]

This map is missing some textures, and is also suffering from poor networking issues (http://steamcommunity.com/sharedfiles/filedetails/?id=199820382). Namely a large overuse of func_tracktrain entities.

In this case, however, a plugin can't simply fix this, as the tracktrains are required for one of the traps. The solution would be to entirely rework the trap to not use them.

4halls [url]https://www.dropbox.com/s/h6u290sd2q53r4j/dr_4halls.bsp[/url]
This one has a problem: once the trains go and people are behind, the people behind don't die. If you can't fix it with plugins, I'll open up hammer.

That would definitely be better fixed through the map, rather than a plugin.

On Gaytower you can Caber on the gate outside of spawn to the second level, thus skipping like 8 traps or something. There might be other parts where this is possible.

I've disabled the caber on the map for now.

[url]http://steamcommunity.com/sharedfiles/filedetails/?id=199559214[/url]

Use the Dead Ringer to get stuck here. It puts a kill zone all along the path of that trap, literally making it impossible to move forward.

Should be fixed now, thanks.

Might wanna check the second sliding crate trap too.

I don't think the second crate trap has a large trigger_hurt attached to it, so it should be fine.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 01, 2013, 03:42:06 pm
Second crate trap just flat out kills you it seems. So yeah, should be good.
Thank you Voidy.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 01, 2013, 04:09:30 pm
Can you put a killzone or something on that first trap after the warp on Woods? It really can't kill anything as it is. And as short as the map is, that's pretty infuriating.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 01, 2013, 09:29:47 pm
Quote
This map is missing some textures, and is also suffering from poor networking issues ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=199820382[/url]). Namely a large overuse of func_tracktrain entities.

In this case, however, a plugin can't simply fix this, as the tracktrains are required for one of the traps. The solution would be to entirely rework the trap to not use them.



I can bring the tracktrains number down to 16 (Unnecessary tracktrains removed) 9 (No motivator+unnecessary) or 4 (Steve trap revised + the rest)

EDIT: I realized the problem. (maybe)
EDIT: I don't get the problem, explanation please?

Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 02, 2013, 09:53:49 pm
Were we working on a fix for the moving platforms getting stuck problem?
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 03, 2013, 02:44:54 pm
Can we just remove Area 51? As good as it is, it's too easy to grief with the code. One asshat makes the entire map unplayable.
Title: Re: Map Rotation / Map Suggestions
Post by: Chief Breadfish on December 03, 2013, 04:56:01 pm
Please, for the love of God, remove that trap activation noise from universe. Oh lord it makes the map 10 times as awful.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 03, 2013, 05:13:17 pm
Just remove Universe.
Title: Re: Map Rotation / Map Suggestions
Post by: Chief Breadfish on December 03, 2013, 05:16:13 pm
Just remove Universe.

Please do.

Annoying trap noise, Overused traps + same traps over and over. All the traps are are images either crushing or sucking you. Annoying trap noise. Boring ending. And just a bland map overall. Definitely needs some more time being developed. Also it has an annoying trap usage noise.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 03, 2013, 05:17:00 pm
RAN RAN RUU~
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 03, 2013, 10:58:10 pm
RAN RAN RUU~

*lanlanluu

Well there's another thing for my to-fix list.

Also: https://www.dropbox.com/s/hx5f6ohync348l3/dr_dlux_nightfall_v2.rar
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 04, 2013, 08:48:50 am
Were we working on a fix for the moving platforms getting stuck problem?
Yea, sorry. I've been sidetracked by other things and finals week. I'll try to investigate if noblock zones work likely Friday.

Can we just remove Area 51? As good as it is, it's too easy to grief with the code. One asshat makes the entire map unplayable.
Removing the map is the last resort. Remember we can modify map logic to do things like entirely remove the code panel and let people simply cross that whole area.

Please, for the love of God, remove that trap activation noise from universe. Oh lord it makes the map 10 times as awful.
Done!
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 04, 2013, 09:43:38 am
Yea, sorry. I've been sidetracked by other things and finals week. I'll try to investigate if noblock zones work likely Friday.
Just wanted to make sure it wasn't forgotten.

Quote
Removing the map is the last resort. Remember we can modify map logic to do things like entirely remove the code panel and let people simply cross that whole area.
I'd say just remove the box around the buttons(preferably only if the first person there gets the code wrong) and the cage teleports if possible. I find it stupid to have to remove a trap entirely unless the trap itself is broken.
Also, did you disable the map trail?

*lanlanluu
There is no L sound in the Japanese language.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 05, 2013, 03:18:57 pm
https://dl.dropboxusercontent.com/u/65113316/maps/dr_hereafter_b4.zip (hereafter update)

https://www.dropbox.com/s/hx5f6ohync348l3/dr_dlux_nightfall_v2.rar (dlux update adds minigames)

EDIT: http://tf2.gamebanana.com/maps/176323 (Wolfenstein update)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 06, 2013, 12:20:30 pm
Can you put a killzone or something on that first trap after the warp on Woods? It really can't kill anything as it is. And as short as the map is, that's pretty infuriating.
Done.

I can bring the tracktrains number down to 16 (Unnecessary tracktrains removed) 9 (No motivator+unnecessary) or 4 (Steve trap revised + the rest)

EDIT: I realized the problem. (maybe)
EDIT: I don't get the problem, explanation please?
There are simply too many moving tracktrains on the map. The entity itself is poorly networked so it causes a lot of excess bandwidth usage (the large amount of red in the netgraph of my picture).

The solutions would be to either trim the number of tracktrain entities down, or make use of hint brushes so that that section of the map isn't networked to clients who aren't in that location (https://developer.valvesoftware.com/wiki/Visibility_optimization).

Also, did you disable the map trail?
Nope.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 06, 2013, 03:14:01 pm
Updated the following maps:

vsh_dr_delay_b1_fixed to vsh_dr_delay_b2
vsh_dr_wolfenstein_v1_1 to vsh_dr_wolfenstein_v1_2
vsh_dr_hereafter_b2 to vsh_dr_hereafter_b4
vsh_dr_dlux_tf2_v5 to vsh_dr_dlux_nightfall_v2
vsh_dr_hotdesert_b5 to vsh_dr_hot_desert_v9_fix
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 06, 2013, 07:17:58 pm
Nope.
Weird. It just always seems to kick people out of that room lately. >_>
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 06, 2013, 09:32:24 pm
Would it be possible to disable the whip's speed boost on specific traps? Would certainly be nice to cut down on some of the griefing hotspots.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 06, 2013, 09:33:19 pm
Weird. It just always seems to kick people out of that room lately. >_>

Because you have to hit the buttons left to right. Don't do that and it kicks you out.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 06, 2013, 09:36:56 pm
It's kicking people out as soon as they walk in.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 07, 2013, 01:55:12 pm
Darkwoods seems to have trouble teleporting Hale to the Race and Knife areas. Knife is one thing since victory is just when you cap the point. But Race requires Hale to be there for runners to win. Can a plugin fix this somehow?
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 07, 2013, 01:58:13 pm
Actually, I remember you having to fix Hale getting teleported to the runners' side of Race. Could this be an issue caused by that?
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 07, 2013, 02:27:25 pm
Can we turn off taunting on the ghost trap of Inca? People are just sitting there spamming taunts.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 07, 2013, 09:08:29 pm
Can we disable the motivator on Hot Desert? Even moving at a decent pace it still gets you before you're even halfway done. Hell, on a freerun it comes pretty close.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 09, 2013, 12:03:44 am
suggestion: https://www.dropbox.com/s/60hwdkowu57abq6/dr_sketchyrun_final2.bsp
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 11, 2013, 10:32:46 pm
I ported a deathrun map: https://www.dropbox.com/s/umy1gqovz3sbzax/dr_dreamytrack_b1.rar
------------------------------
Yes, I know this wasn't the best map to port, but I needed some practice porting as my family guy port was a disaster.
My next port will be of a more popular map.
I ported this map within 3 days so expect more soon.
Please report bugs.
-------------------------------
-Rotating traps ported (only Hawke, Quiche and diealready seem to get this right)
-2/3 pickups ported, the unported one is replaced.
-Secret music fixed
-Some trap fixes/extensions
-Added some trap sounds
-No minigames because they were crap, they may come in a future version.

I also need a "Ported by 111112oo (for SH)" texture made, If anybody could do that, that'll be great.

EDIT: Next map is H****H** or *R**
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 12, 2013, 11:23:55 pm
K.

Do you want me to compile a list of moving platforms to put a nopush zone on? Trying to find the map that instigated that post, but Darkwoods could use it in a few spots(first 1-3 traps and the platforms moving in a circle before the Duck Tales trap which could also use it since you can break it by having 2 people stand against the back wall). Cocainum is a more popular map with this problem so would be better strictly for testing though(vertical platforms on the tower).

Okay so through experimentation, it looks like our nocollide zones allow platforms to move correctly even when 2 players are attempting to stop them.

I've added the zones to the areas you mentioned here. If you know of any other trouble spots that can benefit from the zones please let me know.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 13, 2013, 12:08:00 am
Added the following maps to rotation:

vsh_dr_dreamytrack_b1
vsh_dr_sketchyrun_final2

I ported a deathrun map: [url]https://www.dropbox.com/s/umy1gqovz3sbzax/dr_dreamytrack_b1.rar[/url]
------------------------------
Yes, I know this wasn't the best map to port, but I needed some practice porting as my family guy port was a disaster.
My next port will be of a more popular map.
I ported this map within 3 days so expect more soon.
Please report bugs.
-------------------------------
-Rotating traps ported (only Hawke and Quiche seem to get this right)
-2/3 pickups ported, the unported one is replaced.
-Secret music fixed
-Some trap fixes/extensions
-Added some trap sounds
-No minigames because they were crap, they may come in a future version.

Sweet, thanks for all the maps thusfar.

The only glaring issue I saw was a missing texture at the very end of the map: http://steamcommunity.com/id/VoiDeD/screenshot/703983393768727914

I also need a "Ported by 111112oo (for SH)" texture made, If anybody could do that, that'll be great.

EDIT: Next map is H****H** or *R**

Personally I'm iffy about branding, but it's totally up to you to include it or not.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 13, 2013, 01:04:18 am
Actually, I remember you having to fix Hale getting teleported to the runners' side of Race. Could this be an issue caused by that?


Shouldn't be, but I've added some logic that will attempt to teleport Hale to the race area just in case.

Can we turn off taunting on the ghost trap of Inca? People are just sitting there spamming taunts.


(http://static3.wikia.nocookie.net/__cb20120529035317/mlp/images/8/8b/No_Fun_Allowed.jpg)

Can we disable the motivator on Hot Desert? Even moving at a decent pace it still gets you before you're even halfway done. Hell, on a freerun it comes pretty close.


I've added logic that will delay the motivator by another 120 seconds. That should put it in line with the round timer.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 13, 2013, 05:58:28 pm
If you know of any other trouble spots that can benefit from the zones please let me know.

I'll keep you posted. Thank you.

([url]http://static3.wikia.nocookie.net/__cb20120529035317/mlp/images/8/8b/No_Fun_Allowed.jpg[/url])

It's kind of infuriating when half the team is spamming Meet the Medic and Shred Alert causing even the most high end computers to lag. Not to mention they can just sit there the entire round doing it.

Quote
I've added logic that will delay the motivator by another 120 seconds. That should put it in line with the round timer.

Thank you based Voidy.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 13, 2013, 08:41:11 pm
Could it maybe be an idea to put a light damage zone at the end of Bhop platform traps(the ones that break after you jump on them) so as to discourage platform trolling? A more active solution to a constant problem would be a good thing I think.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 13, 2013, 09:10:29 pm
Can we get a nopush zone on the invisible ramp on Gaytower? Kinda hard to deal with pushing when you're having to look straight up on such a thin platform.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 13, 2013, 09:25:10 pm
Hale's shotgun doesn't activate Gaytower traps. Is there a way to fix this through plugins?
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 13, 2013, 10:02:41 pm
Can we get a nopush zone on the invisible ramp on Gaytower? Kinda hard to deal with pushing when you're having to look straight up on such a thin platform.
Done.

Hale's shotgun doesn't activate Gaytower traps. Is there a way to fix this through plugins?
Yep, fixed.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 13, 2013, 10:28:28 pm
*broken wip map*
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 13, 2013, 11:24:29 pm
*broken wip map*

Code: [Select]
"OnMapSpawn" "ServerCommand,Command,mp_timelimit 900,0,-1"

:|

Hopefully only around while it's WIP.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 16, 2013, 01:26:13 pm
http://steamcommunity.com/sharedfiles/filedetails/?id=204575034

You can get this platform stuck indefinitely by jumping onto it while it's spinning. May also be possible on the last one. Don't know if there's any way to fix it other than a killzone.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 16, 2013, 06:59:11 pm
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=204575034[/url]

You can get this platform stuck indefinitely by jumping onto it while it's spinning. May also be possible on the last one. Don't know if there's any way to fix it other than a killzone.


I've made the platforms damage any players who block them, that should do the trick.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 17, 2013, 08:56:41 pm
Already told Voidy, but for possible future revisions of Dreamytrack the first trap after the second warp(falling red house/fort thing) doesn't kill anything. Just does like maybe 10 damage and that's it.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 18, 2013, 01:14:29 pm
http://steamcommunity.com/sharedfiles/filedetails/?id=205184529

Apparently both platforms can break or something making it impossible to proceed.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 18, 2013, 02:16:36 pm
Can we make the duel room on Sketchyrun force the entire team to teleport? Right now it only teleports runners that actually touch the door.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 18, 2013, 02:28:23 pm
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=205184529[/url]

Apparently both platforms can break or something making it impossible to proceed.

Shotguns. This could also be possible with the 3 breaker. These bugs and the broken 19th trap of dreamytrack are noted.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 18, 2013, 04:48:43 pm
Shotguns. This could also be possible with the 3 breaker. These bugs and the broken 19th trap of dreamytrack are noted.

Our shotgun is pinpoint accurate, I don't see how hale could be activating multiple buttons (if that's what's happening).
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 18, 2013, 07:38:29 pm
Can we make the duel room on Sketchyrun force the entire team to teleport? Right now it only teleports runners that actually touch the door.
Done.

Already told Voidy, but for possible future revisions of Dreamytrack the first trap after the second warp(falling red house/fort thing) doesn't kill anything. Just does like maybe 10 damage and that's it.
I've fixed this with a plugin for now.
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on December 19, 2013, 12:11:22 am
The shotgun on vsh_dr_block doesn't seem to work with the buttons. If you try and shoot them, it'll do nothing.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 20, 2013, 01:13:23 am
The shotgun on vsh_dr_block doesn't seem to work with the buttons. If you try and shoot them, it'll do nothing.
Fixed, thanks.
Title: Re: Map Rotation / Map Suggestions
Post by: Quiche Robbery on December 20, 2013, 08:39:40 pm
Hello everyone,

I am Quiche Robbery, the designer of dr_hell and cliffside and the porter of maps such as dr_may and dr_horrorschool.


I have one map available for download.  This map is available to download as long as you don't remove my logo from it.
Vsh_dr_pyramid is an egyptian-themed map filled with puzzles and intricate traps.

https://www.dropbox.com/s/7jw53hdh3uwega3/vsh_dr_pyramid_a1.zip
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 20, 2013, 10:01:46 pm
I ported another deathrun map!
Dr_Goldfever! (By the maker of bandicoot)

https://www.dropbox.com/s/xt70adrj8r80cbd/dr_Goldfever_b1.rar

-Rotatings Ported
-No minigames ported
-Original textures kept
-Physbox traps ported
-Original map size.
-Looks the same (I'm looking at you quiche and cal)

Please report any bugs.

Hello everyone,

I am Quiche Robbery, the designer of dr_hell and cliffside and the porter of maps such as dr_may and dr_horrorschool.


I have one map available for download.  This map is available to download as long as you don't remove my logo from it.
Vsh_dr_pyramid is an egyptian-themed map filled with puzzles and intricate traps.

https://www.dropbox.com/s/7jw53hdh3uwega3/vsh_dr_pyramid_a1.zip

OH GOD IS THAT AN AWFUL PORT. Please don't voidy. I had this map planned to port after my next port.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 21, 2013, 04:20:33 am
Hello everyone,

I am Quiche Robbery, the designer of dr_hell and cliffside and the porter of maps such as dr_may and dr_horrorschool.


I have one map available for download.  This map is available to download as long as you don't remove my logo from it.
Vsh_dr_pyramid is an egyptian-themed map filled with puzzles and intricate traps.

[url]https://www.dropbox.com/s/7jw53hdh3uwega3/vsh_dr_pyramid_a1.zip[/url]

You've got some missing textures in places, and some odd brushwork on some corners.

http://steamcommunity.com/sharedfiles/filedetails/?id=206091136
http://steamcommunity.com/sharedfiles/filedetails/?id=206091150
http://steamcommunity.com/sharedfiles/filedetails/?id=206091171

I think I'd gladly toss it into rotation once those issues are fixed.

You also had another map in your post, vsh_dr_horror_school_v3. I'm assuming you removed it due to the faulty afk killer trigger_hurt?

I ported another deathrun map!
Dr_Goldfever! (By the maker of bandicoot)

[url]https://www.dropbox.com/s/xt70adrj8r80cbd/dr_Goldfever_b1.rar[/url]

-Rotatings Ported
-No minigames ported
-Original textures kept
-Physbox traps ported
-Original map size.
-Looks the same (I'm looking at you quiche and cal)

Please report any bugs.

Awesome! However, before we can add this to rotation I'd request that you remove the point_servercommand entity and instead ship a .cfg file for the map.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 21, 2013, 01:59:03 pm
EDIT: Hold on fixing download problems.
EDIT: Here's the fixed Goldfever https://www.dropbox.com/s/3p9rqg00s8nf557/dr_goldfever_b1_fix.rar
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 21, 2013, 09:22:46 pm
EDIT: Hold on fixing download problems.
EDIT: Here's the fixed Goldfever [url]https://www.dropbox.com/s/3p9rqg00s8nf557/dr_goldfever_b1_fix.rar[/url]


http://steamcommunity.com/id/VoiDeD/screenshot/702858037100279616 :S
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 21, 2013, 09:27:24 pm
Missing textures. Missing textures everywhere.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 21, 2013, 10:09:06 pm
I have no faith in pakrat now.

https://www.dropbox.com/s/4fczi3l8vm315to/dr_goldfever_b1fix.rar This might work.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 21, 2013, 10:38:02 pm
I have no faith in pakrat now.

https://www.dropbox.com/s/4fczi3l8vm315to/dr_goldfever_b1fix.rar This might work.

No dice, same missing textures.

If only the source engine wasn't such a pain and had a feature to display which texture paths are missing.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 21, 2013, 11:23:24 pm
And now I feel like killing pakrat. WHY DOES IT DO IT TO ME, IT SCREWED 3 COMPILES.
EDIT: I'll try using packBSP next time, nope it'll be vide
EDIT: Uploading now, If this fails again there will be a gun to my face.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 22, 2013, 12:51:37 am
https://www.dropbox.com/s/97v06gv7huykwfy/dr_goldfever_b1_pak.rar

Fixed, I'm never using pakrat again. thank you vide.
You might want to disable caber for now as I haven't looked for spots to exploit with it + it being a css map.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 22, 2013, 02:09:33 am
Everything looks good. The player clipping seems okay for caber usage in most spots, you can check that with r_drawclipbrushes 2 if you're curious yourself.

Added vsh_dr_goldfever_b1_pak to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 22, 2013, 03:19:39 am
You forgot the timer on Goldfever.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 22, 2013, 03:43:18 am
Guess we're all making mistakes. :(

Fixed!
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 22, 2013, 04:35:46 am
http://steamcommunity.com/sharedfiles/filedetails/?id=206559668
Hale can get stuck here

Yes I know I ported the map and it's my job to fix it but I can"t right now.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 22, 2013, 05:52:35 am
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=206559668[/url]
Hale can get stuck here

Yes I know I ported the map and it's my job to fix it but I can"t right now.

Fixed.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 26, 2013, 02:50:07 am
https://www.dropbox.com/s/252ywuitd11x2r7/vsh_dr_timetravel_b3fix.rar
Timetravel b3 without the filesize.

NOTE: Map is the same, for this was a pakrat fix.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 26, 2013, 04:03:47 am
Updated vsh_dr_timetravel_fix to vsh_dr_timetravel_b3fix.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 26, 2013, 05:32:01 am
audio took a big shit. well time to fix it again
thanks pakrat

2nd trap
5th trap
6th trap
Humiliation
and probably more
EDIT: starting to fix it now

Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 26, 2013, 03:59:14 pm
Couldn't fix it, could we please revert it back to the old version, the broken sounds are stupid and ruin the experience.
Title: Re: Map Rotation / Map Suggestions
Post by: crab on December 26, 2013, 08:39:37 pm
ok actually im just gonna stop making threads for random bugs but anyways
[nsfw sprays just a heads up]
http://cloud-2.steampowered.com/ugc/885253822246686649/E61A72781CBECC01A1D9955B4372705D9D3255EB/
the afk killer door was shut from the very start of the round and never opened until the next round started on dlux
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on December 26, 2013, 09:17:20 pm
ok actually im just gonna stop making threads for random bugs but anyways
[nsfw sprays just a heads up]
[url]http://cloud-2.steampowered.com/ugc/885253822246686649/E61A72781CBECC01A1D9955B4372705D9D3255EB/[/url]
the afk killer door was shut from the very start of the round and never opened until the next round started on dlux

>Implying that we never see NSFW sprays.
Title: Re: Map Rotation / Map Suggestions
Post by: crab on December 26, 2013, 09:51:30 pm
There's nothing wrong with a heads-up for porn sprays.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 26, 2013, 10:19:15 pm
I really don't think anyone here cares.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 26, 2013, 10:26:45 pm
100mb for Actually fixed timetravel, Jesus fuck.
I'd rather fixed sounds than minigames, unless voidy says yep to it, but that's probably not going to happen.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 27, 2013, 02:22:59 am
ok actually im just gonna stop making threads for random bugs but anyways
[nsfw sprays just a heads up]
[url]http://cloud-2.steampowered.com/ugc/885253822246686649/E61A72781CBECC01A1D9955B4372705D9D3255EB/[/url]
the afk killer door was shut from the very start of the round and never opened until the next round started on dlux

How does that even happen. :| Fixed by removing that door entirely.

100mb for Actually fixed timetravel, Jesus fuck.
I'd rather fixed sounds than minigames, unless voidy says yep to it, but that's probably not going to happen.

I personally prefer minigames, but this is something I'd happily put up to a poll. 100mb is slightly pushing it, is it possible to scrap the sounds on some non-important traps?

Also, what is even contributing to that large filesize? Looking at the old 150mb version, I see a pink_speak_to_me.wav that's 39MB, and bunch of other apparent full-length Pink Floyd songs that likely don't need to be full-length.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 27, 2013, 02:43:11 am
How does that even happen. :| Fixed by removing that door entirely.
I personally prefer minigames, but this is something I'd happily put up to a poll. 100mb is slightly pushing it, is it possible to scrap the sounds on some non-important traps?

Also, what is even contributing to that large filesize? Looking at the old 150mb version, I see a pink_speak_to_me.wav that's 39MB, and bunch of other apparent full-length Pink Floyd songs that likely don't need to be full-length.

The floyd songs were converted to mp3's. Sounds without floyd is 20mb. Materials 12mb, models 3mb so I dunno.
The map is MASSIVE though with tons of detail and I could see that having a factor. + the 4 new endings.
EDIT: I could trim 4mb off the sounds. that's all. :I
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 27, 2013, 03:09:53 am
Alright, I guess we'll go with that then, at least it'll be a little smaller than xtremeway.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 27, 2013, 03:01:02 pm
Nope again, it's either the old version 70mb (My recommendation), broken sound with minigames 80mb (what i want least), or 140mb. EDIT:Some people said they were fine with 140mb (3) but no one said any complaints about that.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 28, 2013, 05:11:19 am
Updated vsh_dr_timetravel_b3fix to vsh_dr_time_travel_b3.
Title: Re: Map Rotation / Map Suggestions
Post by: crab on December 28, 2013, 06:52:18 pm
hey
wasn't that song at the end of goldfever supposed to play throughout the map
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 28, 2013, 07:18:13 pm
We stop sounds at round end to prevent them from looping.
Title: Re: Map Rotation / Map Suggestions
Post by: crab on December 28, 2013, 07:49:56 pm
i meant the music doesn't play until you get to the end of goldfever
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 28, 2013, 07:51:16 pm
Oh, in that case: I have no idea!
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 28, 2013, 08:04:05 pm
Can we disable the "Jump To Minigames" thing on Dlux? I'd like to actually play the map every now and then.
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on December 28, 2013, 08:05:17 pm
Can we disable the "Jump To Minigames" thing on Dlux? I'd like to actually play the map every now and then.
But why? D:
Title: Re: Map Rotation / Map Suggestions
Post by: Knucklejoe on December 29, 2013, 05:36:28 am
But why? D:
It does get old just doing the minigames because the person playing hale doesn't want to be hale.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 30, 2013, 02:27:02 am
Could we turn off sounds turning off after a round ends on delay cause the music room takes along time to get to. (takes about 3-5 mins)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 30, 2013, 01:48:14 pm
I think I'm more concerned about people wasting time in the maze area, and I was considering just putting a kill zone around it.
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on December 30, 2013, 02:46:57 pm
I think I'm more concerned about people wasting time in the maze area, and I was considering just putting a kill zone around it.
Yeah, that'd be useful because last night I think 111112oo was in the maze and the motivator didn't seem to reach there.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 30, 2013, 03:05:38 pm
I think I'm more concerned about people wasting time in the maze area, and I was considering just putting a kill zone around it.
How about have it damage players right after the sonic music stops, As I made it once just before he came.
Title: Re: Map Rotation / Map Suggestions
Post by: crab on December 30, 2013, 04:12:18 pm
here we go, another one of these
the thing never flipped back up and almost everyone died getting across
(http://cloud-2.steampowered.com/ugc/885254803417390549/DDB8F73459D2FA2179562108873003B2E25A519C/)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 30, 2013, 04:30:11 pm
How about have it damage players right after the sonic music stops, As I made it once just before he came.


I think that's a good compromise. I've added the delayed zone and allowed music to continue on that map.

here we go, another one of these
the thing never flipped back up and almost everyone died getting across


The culprit is right here:
(http://puu.sh/63XKS.jpg)

I've increased the damage of the zone that's there a little more. Should help prevent that.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on January 01, 2014, 10:23:17 pm
Could we PLEASE remove cliffside, people hate that map so much, and on a round we recently had, EVERYONE'S GAME GOT AWFUL PERFORMANCE, missing sounds 10 fps, mic chat broken. just ugh.
EDIT: This map is so poorly designed, so ugly, so boring, people say it was the one of the worst maps, and it doesn't deserve to take up a map slot.
Title: Re: Map Rotation / Map Suggestions
Post by: Baysick on January 01, 2014, 10:31:59 pm
vsh_dr_cliffsideb4... 111112oo is correct about this problem. Me, him, and the entire server had just experienced a terrible framrate drop and any type of in game sound was muted. Microphone chat was disoriented. The problem lasted the entire time we were on the map and the entire server was effected. The players on the server decided to R.T.V. the map. Please also note this is the first time I have encountered this problem.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 02, 2014, 10:32:53 pm
Turns out that was being caused by one of our plugins. Should be fixed now!
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on January 02, 2014, 11:37:00 pm
https://www.dropbox.com/s/8o843u26lyha73r/dr_goldfever_b2.rar (https://www.dropbox.com/s/8o843u26lyha73r/dr_goldfever_b2.rar)
I updated Goldfever. If there's any missing content please don't add this.
 CHANGELOG:
Fixed timing on the "ported by"message
Fixed the broken teleport destination for hale
Better playerclips.
11th trap deals more damage
The cactus stems are passable to prevent the cactuses getting stuck.
The 15th and 16th trap has smaller platforms.
The barrels on the 20th trap are harder to break
Increased the speed of the 21st trap
Added Bhop
Prevented the bonus minigame from being unlocked
Increased the healing speed of the healing pads.
The rush walls require more damage to break

EDIT: The bhop will be able to be trolled by ghosts.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 04, 2014, 04:38:31 pm
Updated vsh_dr_goldfever_b1_pak to vsh_dr_goldfever_b2.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 04, 2014, 05:48:30 pm
I've added some code that should prevent ghosts from activating touch-related entities, such as bhop platforms, breakables, buttons, etc.

I've also enabled ghostmode on every map as those entities were the only reasons we had it disabled in the first place.
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on January 04, 2014, 06:14:52 pm
I've added some code that should prevent ghosts from activating touch-related entities, such as bhop platforms, breakables, buttons, etc.

I've also enabled ghostmode on every map as those entities were the only reasons we had it disabled in the first place.
Hurray! :D
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on January 08, 2014, 11:15:18 pm
https://www.dropbox.com/s/fvkprjnz8w2lgwn/dr_dreamytrack_b2.rar (https://www.dropbox.com/s/fvkprjnz8w2lgwn/dr_dreamytrack_b2.rar)

Updated!
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 11, 2014, 10:33:34 pm
Updated vsh_dr_dreamytrack_b1 to vsh_dr_dreamytrack_b2.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on January 16, 2014, 04:13:58 am
EDIT: forget this fix atm, I'm not happy with it.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 18, 2014, 08:31:46 pm
Added vsh_dr_supermario64_v3a to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 19, 2014, 04:52:55 am
Updated vsh_dr_supermario64_v3a to vsh_dr_supermario64_v4.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 01, 2014, 12:29:39 am
Updated vsh_dr_trollrun_final to vsh_dr_trollrun_final1.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on February 10, 2014, 12:28:57 am
Could we stop sounds on dr_safety_first from turning off every round, as it ruins some humiliations. +the map already sorts out stopping the music on a new round.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on February 11, 2014, 06:37:07 pm
http://steamcommunity.com/sharedfiles/filedetails/?id=227082964 (http://steamcommunity.com/sharedfiles/filedetails/?id=227082964)

Killzone?
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 11, 2014, 10:25:12 pm
Does that even happen on our servers? I noticed there are engi buildings in your screenshot.
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on February 11, 2014, 10:26:32 pm
and ur on blue team which on dr ur always on red
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on February 11, 2014, 11:00:55 pm
Only reason I knew you could do that was because someone did it on the server. Wasn't quick enough with the screenshot button so I had to recreate it on a local server with a bot.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 12, 2014, 06:04:47 pm
Rmoved vsh_dr_hell_b6 from the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on February 13, 2014, 09:19:42 pm
http://steamcommunity.com/sharedfiles/filedetails/?id=227743991 (http://steamcommunity.com/sharedfiles/filedetails/?id=227743991)

Might want to put a killzone all along the spikes here. I guess it's only on the tip naturally since you can slide into them and get stuck like this.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on February 14, 2014, 05:16:44 pm
Could we stop the timer when people reach the end of trollrun?
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on February 15, 2014, 10:14:08 am
http://steamcommunity.com/sharedfiles/filedetails/?id=228348550 (http://steamcommunity.com/sharedfiles/filedetails/?id=228348550)

That is on Deathrun Hell 1.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on February 15, 2014, 11:59:16 am
http://www.mediafire.com/download/k11iki44l12hdlt/deserttrapskip.dem (http://www.mediafire.com/download/k11iki44l12hdlt/deserttrapskip.dem)

You can Caber onto the roof of Hot Desert spawn and skip the first 4 traps. People also get up there and stall.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 16, 2014, 06:44:21 pm
[url]http://www.mediafire.com/download/k11iki44l12hdlt/deserttrapskip.dem[/url] ([url]http://www.mediafire.com/download/k11iki44l12hdlt/deserttrapskip.dem[/url])

You can Caber onto the roof of Hot Desert spawn and skip the first 4 traps. People also get up there and stall.

[url]http://steamcommunity.com/sharedfiles/filedetails/?id=228348550[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=228348550[/url])

That is on Deathrun Hell 1.


Fixed and fixed. Thanks!
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on February 17, 2014, 06:47:06 pm
http://steamcommunity.com/sharedfiles/filedetails/?id=229366507 (http://steamcommunity.com/sharedfiles/filedetails/?id=229366507)

Another staller spot.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on February 18, 2014, 01:52:11 am
Hale can jump from his spawn to the runners area. Needs a killzone
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 18, 2014, 02:04:12 am
Hale can jump from his spawn to the runners area. Needs a killzone

Where? :s
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on February 18, 2014, 02:23:01 am
Where? :s
He probably means vsh_dr_delay. Once a chair breaks on Hale's side and he hits a button on his side, a little panel opens that allows Hale to traverse over to the runner side and participate in the traps (or kill them along the way). I can get a demo of it tomorrow if you want.
Title: dr_bell is a very good map and should bee added
Post by: 111112oo on February 18, 2014, 02:33:07 am
Where? :s
Sorry for forgetting the map name, in hotdesert. + sometimes I like to let the red team in my area in dr delay :( +Hale gets killed pretty easily + There's always a rusher who makes it to the end. But I wont mind if you block it.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on February 18, 2014, 07:58:26 pm
http://steamcommunity.com/sharedfiles/filedetails/?id=229717310 (http://steamcommunity.com/sharedfiles/filedetails/?id=229717310)

Standing on the ball trap after it was activated. Where it ends up is random so probably just need to make a higher killzone all along that area.
Title: Re: Map Rotation / Map Suggestions
Post by: Baysick on February 19, 2014, 06:27:40 pm
You guys mean to say that neither of you have reported the easter egg on Delay.

*facehoof*

I'll get back to you on that Voidy.
Title: someone got mad over link
Post by: PHANTOM1 on February 21, 2014, 12:08:35 pm
you saw nothing (http://thumbs.dreamstime.com/z/censored-stamp-22677746.jpg)
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on February 21, 2014, 02:45:18 pm
[url]http://youtu.be/8WzWLpT4bG4[/url] ([url]http://youtu.be/8WzWLpT4bG4[/url])

you idiot...........
How bout you learn to check the maplist first.
Title: Re: Map Rotation / Map Suggestions
Post by: PHANTOM1 on February 21, 2014, 03:17:39 pm
you idiot...........
How bout you learn to check the maplist first.

(http://replygif.net/i/1410.gif) ,but (http://replygif.net/i/915.gif).
How about you learn not to give a fuck, and ignore the damn link.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 21, 2014, 09:01:26 pm
Ya'll a bunch of rude people.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on February 21, 2014, 09:16:01 pm
http://tf2.gamebanana.com/maps/179251 (http://tf2.gamebanana.com/maps/179251)
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on February 22, 2014, 12:24:16 pm
Ya'll a bunch of rude people.

Well, you can't expect friendliness on the Internet too often.

[url]http://tf2.gamebanana.com/maps/179251[/url] ([url]http://tf2.gamebanana.com/maps/179251[/url])

>4/10
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on February 22, 2014, 12:26:30 pm
[url]http://tf2.gamebanana.com/maps/179251[/url] ([url]http://tf2.gamebanana.com/maps/179251[/url])
looks like it wasn't put work on it
Title: dr_wintervalley
Post by: 111112oo on February 22, 2014, 03:47:43 pm
looks like it wasn't put work on it

At least its isnt bad as factory and the traps are intresting.
ANOTHER NEW MAP YEY!
http://tf2.gamebanana.com/maps/179257 (http://tf2.gamebanana.com/maps/179257)
Edit: Just updated, 1 more trap and a minigame.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 23, 2014, 06:47:36 pm
Added the following maps to rotation:

vsh_dr_corridor_v2
vsh_dr_wintervalley_beta1
Title: Re: Map Rotation / Map Suggestions
Post by: Quiche Robbery on February 24, 2014, 06:11:21 pm
Hey again,

I've got two more maps that I've ported from CS:S. I don't really mind that you use the maps as long as you promise not to remove my logo or the OPST's or the original map maker's.

https://www.dropbox.com/s/plthh32tkjfvrq5/vsh_dr_pain_facility.bsp (https://www.dropbox.com/s/plthh32tkjfvrq5/vsh_dr_pain_facility.bsp)

vsh_dr_pain_facility - avoid the traps and get to the end in this cartoon-themed map. Look out for the secret music room!

https://www.dropbox.com/s/1hg7jrulmpiwg2q/vsh_dr_pool_party_v4.bsp (https://www.dropbox.com/s/1hg7jrulmpiwg2q/vsh_dr_pool_party_v4.bsp)

vsh_dr_pool_party - a fun, easter-egg filled map with a unique ending.


Feel free to report any bugs to me. Be warned, however, that these maps are optimised for the OutPost, which means that both the maps give Hale a large speed boost (equivalent to being whipped by a Solly) so that might be a bit problematic.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 24, 2014, 06:38:46 pm
Be warned, however, that these maps are optimised for the OutPost, which means that both the maps give Hale a large speed boost (equivalent to being whipped by a Solly) so that might be a bit problematic.

We have the ability to remove that.


Feel free to report any bugs to me.

How exactly are we to report issues? The last time I reported issues (http://forums.saxtonhell.com/index.php?topic=58.msg10587#msg10587), they apparently went unnoticed.

Okay well pain facility seems well done and I didn't discover any glaring issues.

However, here's a few things with pool party:
(http://cloud-3.steampowered.com/ugc/612791846029079778/4FA39A2B89DE67FE737C14D09A3FB03CC64394C2/1024x640.resizedimage)

And the second trap in this series moved me outside of the activation area and somehow got me stuck in the wall:
(http://cloud-3.steampowered.com/ugc/612791846029080937/C613C12E1D7F13DB04AA811998B8919386D624B4/1024x640.resizedimage)

In addition to some missing sounds:
Failed to load sound "ambient\water_splash1.wav", file probably missing from disk/repository
Failed to load sound "ambient\weather\drip_loop1.wav", file probably missing from disk/repository
Failed to load sound "ambient\machines\refrigerator.wav", file probably missing from disk/repository
Failed to load sound "ambient\waterrun.wav", file probably missing from disk/repository
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 24, 2014, 07:34:11 pm
Added vsh_dr_pain_facility to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on February 24, 2014, 11:05:10 pm
EDIT: doubted map too much, but it still is a piece of shit with those op traps, Here's some suggestions: Make a custom area for humiliation, as the nade arena doesn't fit, make the title at spawn spin, Create better ending logos, create a better ported by quiche robbery title. + use the actual map title: dr_pains_facility
(doctor pains facility)
Title: Re: Map Rotation / Map Suggestions
Post by: Quiche Robbery on February 25, 2014, 01:54:32 am
@Voided - I think I know what's causing the missing texture for the first trap, I'll try and change that. As for the second trap, I'm planning to remove that because the trap itself is fairly useless, it only knocks players into the water.


https://www.dropbox.com/s/a32ctvj0datinza/vsh_dr_pool_party_v5.zip (https://www.dropbox.com/s/a32ctvj0datinza/vsh_dr_pool_party_v5.zip) - fixed version
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on February 26, 2014, 12:52:09 am
Dr_trollrun needs the timer to be turned off when someone reaches the end.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 26, 2014, 05:16:00 pm
Added vsh_dr_pool_party_v5 to the rotation.

Dr_trollrun needs the timer to be turned off when someone reaches the end.
Done.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on February 26, 2014, 11:09:12 pm
Added vsh_dr_pool_party_v5 to the rotation.
Done.
BAD, VERY BAD.

Guess I'll have to re-port another map.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on February 27, 2014, 08:27:52 pm
Can we please tone down the insane killzone on Pool Party's motivator? Might also consider turning off pushing in the crouch jump ladder on Wintervalley. It's annoying as fuck already considering how thin and invisible the "ledges" are.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on February 27, 2014, 08:40:05 pm
https://www.mediafire.com/?d0hwwj6dxiv4zw1 (https://www.mediafire.com/?d0hwwj6dxiv4zw1)

This is a sign of a terrible map.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on February 27, 2014, 11:01:58 pm
https://www.mediafire.com/?d0hwwj6dxiv4zw1 (https://www.mediafire.com/?d0hwwj6dxiv4zw1)

This is a sign of a terrible map.

WOW, I even fixed that in my failed port of this map.
Title: Re: Map Rotation / Map Suggestions
Post by: Quiche Robbery on February 28, 2014, 02:03:55 am
Like I said before, pool_party was designed and optimized for the OPST, where classes are limited to melee weapons only and there are no cabers, so that's why I didn't include an invisible wall there and I don't plan to in the future.
Title: Dr_wintervalley update
Post by: 111112oo on February 28, 2014, 06:57:10 am
withdrawn
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on February 28, 2014, 10:44:19 am
http://steamcommunity.com/sharedfiles/filedetails/?id=233034044 (http://steamcommunity.com/sharedfiles/filedetails/?id=233034044)

Can we do something about this?
Title: dr_wintervalley updated.
Post by: 111112oo on March 01, 2014, 05:02:33 am
http://tf2.gamebanana.com/maps/179257 (http://tf2.gamebanana.com/maps/179257) The bug in beta2 of this map is fixed now, this version brings heaps of bugfixes and improvements. Please update.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 01, 2014, 04:10:52 pm
Updated vsh_dr_wintervalley_beta1 to vsh_dr_wintervalley_beta3.

https://www.mediafire.com/?d0hwwj6dxiv4zw1 (https://www.mediafire.com/?d0hwwj6dxiv4zw1)

This is a sign of a terrible map.
Fixed!
Title: Re: Map Rotation / Map Suggestions
Post by: Quiche Robbery on March 03, 2014, 07:32:41 am
I've gone and ported another map for all deathrun servers to enjoy.

This map may require zones implemented for demomen with cabers, because they may be able to skip multiple traps.

https://www.dropbox.com/s/3s9a9xxoi4son0u/vsh_dr_space_v3.zip (https://www.dropbox.com/s/3s9a9xxoi4son0u/vsh_dr_space_v3.zip)

vsh_dr_space_v3
---------
Added 2 minigames - Race and squash
Fixed OP guessing platforms
Made doors and platforms randomly chosen on mapspawn
Added insta-win
Added some visuals
Added glass for Hale
Ported trail
Fixed spawn doors
Added a motivator
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on March 03, 2014, 02:36:25 pm
I've gone and ported another map for all deathrun servers to enjoy.

This map may require zones implemented for demomen with cabers, because they may be able to skip multiple traps.

https://www.dropbox.com/s/3s9a9xxoi4son0u/vsh_dr_space_v3.zip (https://www.dropbox.com/s/3s9a9xxoi4son0u/vsh_dr_space_v3.zip)

vsh_dr_space_v3
---------
Added 2 minigames - Race and squash
Fixed OP guessing platforms
Made doors and platforms randomly chosen on mapspawn
Added insta-win
Added some visuals
Added glass for Hale
Ported trail
Fixed spawn doors
Added a motivator

...............................................
EDIT: Ok. So this wasn't as bad as i remembered it, and some good improvements were made. A port/map of yours that is good enough for a welcome. Just, remove the wall blocking sight to activator and keep the way it was originally or make it look not as ugly. + make the ending chooser look nicer, and make the end teleport nicer.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on March 05, 2014, 03:30:29 pm
http://steamcommunity.com/sharedfiles/filedetails/?id=235112808 (http://steamcommunity.com/sharedfiles/filedetails/?id=235112808)

You can get behind the wall of the HHH fart and get stuck.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on March 05, 2014, 06:30:38 pm
http://steamcommunity.com/sharedfiles/filedetails/?id=235159511 (http://steamcommunity.com/sharedfiles/filedetails/?id=235159511)

If you run along the right side of the cage trap, you can get stuck up here.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on March 07, 2014, 04:46:35 pm
Apparently there is a very rare bug on Cocainum where the trap before the Baby/Friday/Romney doors activates automatically and stays activated the entire round. This may also happen with the trap before the first choice doors? Clearly an exceptionally rare bug though so not a real priority.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 08, 2014, 06:19:34 pm
Removed vsh_dr_mario_b4 from the rotation.
Added vsh_dr_space_v3 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on March 08, 2014, 10:54:15 pm
I humbly request we remove all maps ported by this Quiche faggot.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on March 08, 2014, 11:08:50 pm
I humbly request we remove all maps ported by this Quiche faggot.
Yep. Cliffside too, I'll start up a poll for removing dr_space too, I thought it wasn't as bad at first, but ugh, my opinions turned suddenly when I played it.
I wont set up a poll for may though, it's decent enough to stay.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 09, 2014, 12:17:19 am
If we removed all the maps ya'll didn't like, we would likely have zero maps in rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on March 09, 2014, 01:04:45 am
If we removed all the maps ya'll didn't like, we would likely have zero maps in rotation.
I think you are thinking way to much on the amount we want removed. Some maps are actually ok enough to keep, BUT, we think that the acceptance level for this server is too low,  just move it up past the quiche and the whoever made factory level of bad and it'd be okay.

QUICHE'S MAPS ARE BAD.
Cliffside,
Pain facility,
Pool party,
Pyramid,
Zombie school.
Space,
FUCKING DR_HELL,

ugh
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on March 09, 2014, 12:52:37 pm
Quiche's maps are terribly put together though. Most other maps people complain about atleast have something good going for them, but Quiches maps are just all around terrible and horribly put together.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on March 09, 2014, 04:31:05 pm
Quiche's maps are terribly put together though. Most other maps people complain about atleast have something good going for them, but Quiches maps are just all around terrible and horribly put together.
This, as a person who plays on gmod and css deathrun too, it hurts me with how much he ruined those maps too.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 09, 2014, 06:12:43 pm
I don't get why everyone thinks Quiche "put them together". They're ports from other games. He simply added some tf2 spawn/game logic entities and fixed up some stuff. If you don't like the maps then you should complain to the original author.

As for complaining about "bad ports": make a better one. All I see so far is a lot of senseless bashing—words and no actions.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on March 09, 2014, 06:19:54 pm
I don't get why everyone thinks Quiche "put them together". They're ports from other games. He simply added some tf2 spawn/game logic entities and fixed up some stuff. If you don't like the maps then you should complain to the original author.

As for complaining about "bad ports": make a better one. All I see so far is a lot of senseless bashing—words and no actions.

But it's the way he puts the ports together. I might re-port some, but i will not report Pool, (does not translate well to tf2 gameplay wise) ,Pain's (OP TRAPS) and Zombie school (UP TRAPS) and may (Port is already decent) That leaves Ramnesses and space. Those maps might be good on css, but they wont translate well to tf2.

EDIT: oh god he ported coldmetal
Title: dr_corridor update
Post by: 111112oo on March 10, 2014, 01:02:03 am
http://tf2.gamebanana.com/maps/179251 (http://tf2.gamebanana.com/maps/179251)
Dr_corridor updated.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on March 10, 2014, 03:06:09 pm
Might wanna strip to melee on Delay's Race minigame. Anybody with hitscan can easily hit the win buttons from the start. Also, Hale can still get onto the runners' side. I have no idea how though, I just know he killed everyone last round.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 10, 2014, 07:34:57 pm
Might wanna strip to melee on Delay's Race minigame. Anybody with hitscan can easily hit the win buttons from the start. Also, Hale can still get onto the runners' side. I have no idea how though, I just know he killed everyone last round.

We actually did that before, but I forgot to apply that logic when we updated to a newer version of the map. Should be fixed now.
Title: Re: Map Rotation / Map Suggestions
Post by: Quiche Robbery on March 14, 2014, 08:50:02 am
Hello all,

I figured that TF2's deathrun is a bit lacking in terms of diverse maps, so I decided to port this one. I've given it a dark, rainy theme to compliment the cold, metallic feel of the map.

Vsh_dr_coldmetal_final_fix

Ported:
4 trails
All traps (even func_rotatings)
Added a luck-based minigame
Fight now has a health pack
Nerfed barrels
Added a spec area for Hale
Added freerun button
Added motivator
---------------------------

It'd be great if you guys could tell me any improvements (please keep it to constructive criticism) towards this map.

Screenshots:

http://cloud-2.steampowered.com/ugc/3278924799581987594/14A43C7CA9D31B1410F76DCF8DFC8911E465483D/ (http://cloud-2.steampowered.com/ugc/3278924799581987594/14A43C7CA9D31B1410F76DCF8DFC8911E465483D/)
http://cloud-2.steampowered.com/ugc/3278924799581992462/934EF7A822E0C90F7739DB844158C044829A60DF/ (http://cloud-2.steampowered.com/ugc/3278924799581992462/934EF7A822E0C90F7739DB844158C044829A60DF/)
http://cloud-4.steampowered.com/ugc/3278924799581989941/D0ABA5DAECE0FB74389FD8F63F690782EF14A85F/ (http://cloud-4.steampowered.com/ugc/3278924799581989941/D0ABA5DAECE0FB74389FD8F63F690782EF14A85F/)

https://www.dropbox.com/s/01nd246k0j1maz2/vsh_dr_coldmetal_final_fix.zip (https://www.dropbox.com/s/01nd246k0j1maz2/vsh_dr_coldmetal_final_fix.zip)

Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on March 18, 2014, 05:02:12 am
Bump for dr_corridor_v3 also:
http://theoutpost5.site.nfoservers.com/tf/maps/vsh_dr_mario_b2_fix.bsp.bz2 (http://theoutpost5.site.nfoservers.com/tf/maps/vsh_dr_mario_b2_fix.bsp.bz2)
Yes, this removes the fireballs. BUT, there is more challenge added in place of the removal such as: Cloud traps kills now, Bridge before the clouds kills you now,   2 guessing platforms are added, a rush door is placed, and many other fixes and improvements are made. If people don't like this you may revert it back.
DO NOT ADD THIS AS A SEPARATE MAP, UPDATE IT, NOT ADD ANOTHER.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on March 18, 2014, 08:45:59 am
Cloud traps kills now
That took fucking long enough.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on March 18, 2014, 08:56:13 am
I dislike how the first trap is a bridge now though.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on March 18, 2014, 03:49:32 pm
That took fucking long enough.
Also the bridge before the clouds.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on March 18, 2014, 05:39:05 pm
Breaking floors don't always kill. Every trap that Hale activates should at least do something.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 19, 2014, 11:16:46 pm
Added vsh_dr_coldmetal_final_fix to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on March 21, 2014, 12:50:46 am
Added vsh_dr_coldmetal_final_fix to the rotation.
2nd bump for dr_corridor_v3 (update) http://tf2.gamebanana.com/maps/179251 (http://tf2.gamebanana.com/maps/179251)
Title: dr_death_slope Massive fix.
Post by: 111112oo on March 21, 2014, 06:07:21 pm
http://downloads.stsv.tf/maps/dr_death_slope_stsvfix_1.bsp.bz2 (http://downloads.stsv.tf/maps/dr_death_slope_stsvfix_1.bsp.bz2)
Title: Re: Map Rotation / Map Suggestions
Post by: Quiche Robbery on March 23, 2014, 06:52:10 pm
I've released a new version of dr_space, this version fixes exploits such as being able to kill Hale in minis, sandmans activating the ball trap and some fixes to some traps.

https://www.dropbox.com/s/ywg7qjzipjfektb/vsh_dr_space_v5.zip (https://www.dropbox.com/s/ywg7qjzipjfektb/vsh_dr_space_v5.zip)
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on March 27, 2014, 12:35:17 am
What's holding these maps from being updated?
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 27, 2014, 10:23:09 am
What's holding these maps from being updated?

Corridor includes a change that prevents players from progressing past the closing door unless hale also progresses to this portion, allowing abuse if not fixed via a plugin. I haven't had the time or effort to come up with a solution to this.

Mario I don't see that much reason to downgrade to, if you can give me a really good reason to downgrade to it and not simply fix whichever traps are broken in our current version, I'll consider it.

The rest I simply haven't had time to get to. I'm often busy with classwork during the week, so weekends are the only chance I get to do routine map cycle upkeep and other such things.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on March 27, 2014, 03:44:32 pm
Mario I don't see that much reason to downgrade to, if you can give me a really good reason to downgrade to it and not simply fix whichever traps are broken in our current version, I'll consider it.

Yes, its an upgrade of an earlier version, But from what I've seen, it has updated the bugs found in b2 and b3, +much more. So I wouldn't be calling this a downgrade.
It adds a secret trail, It adds textures to the ending doors, It blocks people from viewing hale, A rushwall is added for balance. Blocks have the decency to kill now being turned into 2 guessing platforms, 4 traps kill now, bugfixes galore. I wouldn't call that a downgrade.

And thanks for the notification on the maps.
Title: dr_castlerun_v1
Post by: 111112oo on March 28, 2014, 06:41:05 pm
I ported another deathrun map!
But this time it's something familiar.
https://www.dropbox.com/s/b9e6vkdu6fht0ta/vsh_dr_castlerun_v1packed.rar (https://www.dropbox.com/s/b9e6vkdu6fht0ta/vsh_dr_castlerun_v1packed.rar)

You know how bad dr_castle was right? Well that was an awfully made port of a decent map. Suffer no more now that I have made this port.

Enjoy!

Please report bugs.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 29, 2014, 04:50:43 pm
Updated vsh_dr_space_v3 to vsh_dr_space_v5.
Updated vsh_dr_castle_v2 to vsh_dr_castlerun_v1.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on March 29, 2014, 05:03:29 pm
Updated vsh_dr_space_v3 to vsh_dr_space_v5.
Updated vsh_dr_castle_v2 to vsh_dr_castlerun_v1.
So what stopped death slope from being updated?
EDIT: I also gave a reason why b2_fix isnt a downgrade, It fixes the things fixed in b3 and does it better, also adds tons of changes.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 30, 2014, 03:49:55 pm
Updated vsh_dr_death-slope_v1_fix_s to vsh_dr_death_slope_stsvfix_1.

EDIT: I also gave a reason why b2_fix isnt a downgrade, It fixes the things fixed in b3 and does it better, also adds tons of changes.

It wasn't very compelling. It removes the fireballs which are a critical feature of the map, and as for trap fixes: we can fix those if you guys can point out exactly which ones don't work.
Title: Re: Map Rotation / Map Suggestions
Post by: Quiche Robbery on April 03, 2014, 08:37:26 am
I've released a major update for vsh_dr_poolparty!

What's new:
- Fixed troll trap texture
- Improved textures in some other areas (although they still aren't perfect, take the metal doors for instance)
- Replaced the glitchy motivator with a timer. It's set to 6:30
- Fixed an exploit where you could skip the 4th trap
- Pacman now lets Hale win. Hale is now ubercharged and the heal is removed
- Going into the pacman tele now teleports the entire red team
- Fight now has two healthpacks
- Fixed an exploit concerning the trail
- Fixed an exploit where Hale could get on top of his area
- Fixed an exploit allowing players to get to Hale's area
- Ladders are now far more functional! You can now simply walk up them
- Added an entirely new area ported from css! It has:
  - three new traps
  - A platforming area
  - A water area
- The large red floatie is now a func_door, this was done to fix exploits where it could be spun indefinitely and get stuck
- Added more visuals to the fire trap.


That's about it.

https://www.dropbox.com/s/l2v0nceoenseo3o/vsh_dr_pool_party_final_fix.zip (https://www.dropbox.com/s/l2v0nceoenseo3o/vsh_dr_pool_party_final_fix.zip)



Title: dr_wintervalley_final
Post by: 111112oo on April 05, 2014, 05:21:40 pm
http://tf2.gamebanana.com/maps/179257 (http://tf2.gamebanana.com/maps/179257)
Updated.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on April 05, 2014, 08:09:08 pm
Updated vsh_dr_wintervalley_beta3 to vsh_dr_wintervalley_final.
Updated vsh_dr_pool_party_v5 to vsh_dr_pool_party_final_fix.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on April 08, 2014, 02:31:23 am
https://www.dropbox.com/s/5fwm21bh9cyykwa/dr_bank_beta02.rar (https://www.dropbox.com/s/5fwm21bh9cyykwa/dr_bank_beta02.rar)

But. before you add this, have a melee zone in this room: http://steamcommunity.com/sharedfiles/filedetails/?id=246926229 (http://steamcommunity.com/sharedfiles/filedetails/?id=246926229) Do not add without it as that section of the map would play very poorly.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on April 08, 2014, 10:26:34 pm
Added vsh_dr_bank_beta02_fix to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on April 09, 2014, 06:10:47 pm
Removed vsh_dr_bank_beta02_fix from the rotation due to map author's request.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on April 10, 2014, 12:05:29 am
Removed vsh_dr_bank_beta02_fix from the rotation due to map author's request.

Please note the map will come back when it hits _final.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on April 14, 2014, 08:22:59 pm
Updated vsh_dr_factory_v2e to vsh_dr_factory_v3b_custom.
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on April 23, 2014, 03:06:10 am
http://tf2.gamebanana.com/maps/180295 (http://tf2.gamebanana.com/maps/180295) Hey look, it's a better castle! :P (Replaces Castlerun).
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on April 23, 2014, 05:03:50 pm
[url]http://tf2.gamebanana.com/maps/180295[/url] ([url]http://tf2.gamebanana.com/maps/180295[/url]) Hey look, it's a better castle! :P (Replaces Castlerun).

I was finsihing off the map knowing that map was coming out. I dreaded when I heard it was coming out on gamebanana. As this was likely going to happen.
Also I started it before this map.
WELL THAT'S GREAT

It has
-No bhop
-No fight
-Textures close to the old shithole.
-No trail
-Less traps
-Stop raging at the spinning door, its easy when you know how, and It's not broken.

Could we still keep my version and have more original content for our server? If you have any suggestions for my re-port, suggest them!
Title: Re: Map Rotation / Map Suggestions
Post by: Knucklejoe on April 23, 2014, 05:35:12 pm
Could we still keep my version and have more original content for our server? If you have any suggestions for my re-port, suggest them!
I thought you were against having two versions of the same map?

Anyway, I like the one we have now. I gave the one that is being suggested a shot and it seems to be a step backwards in quality. To quote 111112oo,
It has
-No bhop
-No fight
-Textures close to the old shithole.
-No trail
-Less traps
and yes, the spinning door is pretty easy once you have the timing down. Removing a trap just because it is "hard" doesn't make much sense to me.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on April 24, 2014, 12:49:31 am
I thought you were against having two versions of the same map?

I am, You might of taken my words the wrong way.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on April 25, 2014, 06:14:24 pm
Could we turn pushing off on the breaking platform in castlerun? So many deaths there.
Title: dr_ironworks
Post by: 111112oo on April 29, 2014, 01:50:05 am
https://dl.dropboxusercontent.com/u/65113316/tf/maps/dr_ironworks_beta.bsp.bz2
Safety First has a rival.

NOTE: Put a killzone over the teleport of the 3rd trap,people can go in before it activates and bug it up.
Title: Re: dr_ironworks
Post by: Moronmaster on April 29, 2014, 02:59:28 pm
https://dl.dropboxusercontent.com/u/65113316/tf/maps/dr_ironworks_beta.bsp.bz2
Safety First has a rival.

NOTE: Put a killzone over the teleport of the 3rd trap,people can go in before it activates and bug it up.

Hey man, what is this? If you're going to add this to a rotation you might as well notify me. You've been all over this project since alpha, I was hoping that you'd have the common decency to at least let me know it's being used somewhere.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on April 29, 2014, 03:56:45 pm
For the record, we haven't added your map to rotation yet, it was only suggested.

We'll hold back on adding it to rotation pending your approval.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on April 29, 2014, 04:33:02 pm
Hey man, what is this? If you're going to add this to a rotation you might as well notify me. You've been all over this project since alpha, I was hoping that you'd have the common decency to at least let me know it's being used somewhere.
Sorry bout that. I did ask vincentor first though as I didn't have you on my friends list. He said "It's okay I guess"  eh.
Title: Re: Map Rotation / Map Suggestions
Post by: Moronmaster on April 30, 2014, 05:10:36 am
Eh, it's alright. I just want to know that some people are actually playing it, since I spent quite a bit of time on this. Go ahead and add me on Steam if you have any further inquiries.

And you have my blessing to put this in any map rotations you see fit.
(http://i.imgur.com/tOKUM7X.png)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on April 30, 2014, 06:34:07 pm
And you have my blessing to put this in any map rotations you see fit.
Awesome, thanks!

Added vsh_dr_ironworks_beta to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: Quiche Robbery on May 04, 2014, 07:16:41 am
I've decided to make another one of my ports publicly avaliable. This one is a port of dr_crash_medieval, a visually stunning map that features tf2 models and textures, so it would look good in TF2. I've ported everything, including the minigames, pickups and traps. Be sure to contact me if anything goes wrong.

Current issues:
- Hale has a 0.5 second head start in barrels mini
- One button is a bit hard to hit, can be remedied by crouching
- Hale has a speed boost, I don't know how this will go with your server
- The name of the ported map isn't the same as the original (not an issue)
- Barrel damage might have to be edited for Hale (is currently 999), same with water in fight mini and nitro in same mini

I haven't changed the minigames much, so currently there is a barrel race minigame and two fight arenas. The only thing I did change was the barrel minigame, which I changed to make it a race between a runner and Hale. The rest of RED are put into a spectator area, while hale and the runner participating are ubercharged, in order to stop thing such as tauntkilling or backstabbing.

https://www.dropbox.com/s/2ih54yrur5gksox/vsh_dr_crash_bandicoot_v4.zip?m= (https://www.dropbox.com/s/2ih54yrur5gksox/vsh_dr_crash_bandicoot_v4.zip?m=)

Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on May 04, 2014, 12:45:50 pm
Current issues:
- Hale has a speed boost, I don't know how this will go with your server
- Barrel damage might have to be edited for Hale (is currently 999), same with water in fight mini and nitro in same mini
For your first point, Hale already has a tremendous overall speed boost (~3x the speed of a Scout) and with the added speed, it might make pressing buttons difficult.
For your second point, yeah, they should probably be changed around. Hale has ~3k health iirc and that probably won't go well if he trips over a barrel 4-5 times.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on May 07, 2014, 08:10:39 pm
Added vsh_dr_crash_bandicoot_v4 to the rotation.

For your first point, Hale already has a tremendous overall speed boost (~3x the speed of a Scout) and with the added speed, it might make pressing buttons difficult.
For your second point, yeah, they should probably be changed around. Hale has ~3k health iirc and that probably won't go well if he trips over a barrel 4-5 times.
We've got server plugins that work around issues like that.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on May 07, 2014, 09:21:43 pm
Updated vsh_dr_castlerun_v1 to vsh_dr_castle_steveh_2_sxh.
Title: Re: Map Rotation / Map Suggestions
Post by: Knucklejoe on May 08, 2014, 01:01:48 am
Updated vsh_dr_castlerun_v1 to vsh_dr_castle_steveh_2_sxh.
Already found something that needs fixing.

http://steamcommunity.com/sharedfiles/filedetails/?id=257553809 (http://steamcommunity.com/sharedfiles/filedetails/?id=257553809)

People can get behind this trap and just hang out there until time runs out. Maybe put a kill zone at the edge of the back platform?
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on May 08, 2014, 02:07:30 am
Fixed, thanks!
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on May 18, 2014, 03:21:03 am
Updated vsh_dr_ironworks_beta to vsh_dr_ironworks_beta02.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on May 20, 2014, 02:27:14 am
worMatty has kindly recompiled a version of the dr_castle_steveh map to support VSH mode, so various soundscripts and such should be fixed now.

Updated vsh_dr_castle_steveh_2_sxh to vsh_dr_castle_steveh_2.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on May 20, 2014, 05:17:59 am
http://theoutpost5.site.nfoservers.com/tf/maps/vsh_dr_crash_bandicoot_v6.bsp.bz2 (http://theoutpost5.site.nfoservers.com/tf/maps/vsh_dr_crash_bandicoot_v6.bsp.bz2)
Title: Re: Map Rotation / Map Suggestions
Post by: thederpmachine on June 01, 2014, 08:27:42 pm
Can we have a download for prison_escape_v7? it won't download from the server
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on June 01, 2014, 09:02:37 pm
Can we have a download for prison_escape_v7? it won't download from the server


I'd double check your tf/download/maps folder and delete any existing vsh_dr_prison_escape_v7 files (with any extension), cause it sounds like you've got a corrupt or incomplete download of the map.

Otherwise: http://fastdl.saxtonhell.com/maps/vsh_dr_prison_escape_v7.bsp.bz2 (http://fastdl.saxtonhell.com/maps/vsh_dr_prison_escape_v7.bsp.bz2)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on June 02, 2014, 09:55:41 pm
Updated vsh_dr_crash_bandicoot_v4 to vsh_dr_crash_bandicoot_v6.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on June 07, 2014, 01:56:50 pm
Updated vsh_dr_time_travel_b3 to vsh_dr_time_travel_b4.
Title: Re: Map Rotation / Map Suggestions
Post by: Quiche Robbery on June 07, 2014, 07:55:18 pm
Hey Voidy,


I really don't think you should add this map to your rotations. It's still a bit buggy and the creator of the map (James Hetfield) will only release it outside of the OPST's server group when it's final and bug-free, so that everyone can enjoy it!

I'm pretty sure that he wouldn't appreciate you adding a buggy and still WIP map on to your servers, as what has happened with timetravel_b3 and minecraftworld.

Please consider removing this map from rotation, as it's still unfinished and shouldn't be stolen from our servers at this present time. Once the map is released to gamebanana, then you can have it!
Title: Re: Map Rotation / Map Suggestions
Post by: Chief Breadfish on June 26, 2014, 01:56:39 am
Well, after testing it with a couple people I'm pretty sure it's ready to be suggested here.

vsh_dr_yaybread (http://tf2.gamebanana.com/maps/181472)

One thing i realized right at the end is that the trap activation shotgun in deathrun hell is made to deal no damage, right? Well, my trap buttons are made to be triggered OnDamaged. So im wondering if that means that the shotgun won't trigger my traps, or is the shotgun made only to deal no damage to players but still able to deal damage otherwise?
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on June 26, 2014, 02:31:22 am
Well, after testing it with a couple people I'm pretty sure it's ready to be suggested here.

vsh_dr_yaybread ([url]http://tf2.gamebanana.com/maps/181472[/url])

One thing i realized right at the end is that the trap activation shotgun in deathrun hell is made to deal no damage, right? Well, my trap buttons are made to be triggered OnDamaged. So im wondering if that means that the shotgun won't trigger my traps, or is the shotgun made only to deal no damage to players but still able to deal damage otherwise?


uhh.
The map had some nice ideas, but was executed very poorly.
Never rush your 1st map in hammer, let alone any map. (Could tell by the fact of bread being a few weeks old)
The map had awful presentation, execution, bugs, leaks, framerate and textures.
The minigames were also boring.
It's an okay first try for a map, however I highly recommend to mappers never to release their first map, unless its actually good.
I have added you help you out with maps if needed.
Title: Re: Map Rotation / Map Suggestions
Post by: Chief Breadfish on June 26, 2014, 01:59:14 pm
uhh.
The map had some nice ideas, but was executed very poorly.
Never rush your 1st map in hammer, let alone any map. (Could tell by the fact of bread being a few weeks old)
The map had awful presentation, execution, bugs, leaks, framerate and textures.
The minigames were also boring.
It's an okay first try for a map, however I highly recommend to mappers never to release their first map, unless its actually good.
I have added you help you out with maps if needed.

As i expected. I definitely agree with the fact that i rushed it, i just wanted to get it done. But like you said with the bugs, leaks, etc. It was definitly a bad idea rushing it. I'll continue to work on it. I just wanted to get it to a stage where it was atleast better then dr_tonnel.
Title: dr_supermario64_v5
Post by: 111112oo on June 29, 2014, 01:50:03 am
http://tf2.gamebanana.com/maps/178596 (http://tf2.gamebanana.com/maps/178596)
dr_supermario64 update
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on June 29, 2014, 03:43:54 am
Well, after testing it with a couple people I'm pretty sure it's ready to be suggested here.

vsh_dr_yaybread ([url]http://tf2.gamebanana.com/maps/181472[/url])

I'd say it's just a little bit away from being rotation worthy. Here's the biggest issues I've found with it:

One thing i realized right at the end is that the trap activation shotgun in deathrun hell is made to deal no damage, right? Well, my trap buttons are made to be triggered OnDamaged. So im wondering if that means that the shotgun won't trigger my traps, or is the shotgun made only to deal no damage to players but still able to deal damage otherwise?

Don't worry about that one, our plugin takes into account all sorts of button activation inputs.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on June 29, 2014, 03:58:22 am
Updated vsh_dr_supermario64_v4 to vsh_dr_supermario64_v5.
Title: Re: Map Rotation / Map Suggestions
Post by: Quiche Robbery on July 07, 2014, 09:50:46 am
I've released a major update for dr_space.

Changes include:
-  A 3d skybox
- More detail in traps
- Some traps have  been redesigned
- The chance platforms have been replaced with a trap
- The ball now works properly and doesn't spawn until Hale hits the button
- Added a new minigame - fight, where players have to kill Hale whilst a series of random events occur. The fight takes place on the spaceship
- Added a new spaceship easteregg - you get to fly the spaceship
- Explosion trap now cages you in
- The spinner trap no longer gets stuck
- The fan trap stops when it should
- The pool trap lasts for a much shorter duration
- Added a new trail
- Added a gravity-lowering easter egg
- Hale's speedboost stops during minigames
- All music now stops on round end
- Changed some music, added new soundtracks
- In minigame 1, you win if you touch the button, Hale also spawns away from the players to prevent him getting stuck
- Fixed an exploit related to getting past the motivator
- Motivator move sound is now clearer and louder
- Added some particles to traps
- You no longer look like a smurf when you participate in the minigames
- The runners now face the "fight" minigame upon entrance into the minigame chooser
- No longer possible to stop the ball (I think)
- Added a freerun button, it disables after 10 secs
- Motivator spawns later
- Doors open on round start, not 5 secs before
- Some other minor changes

https://www.dropbox.com/s/hyxeumda3jklx7u/vsh_dr_space_v10.zip (https://www.dropbox.com/s/hyxeumda3jklx7u/vsh_dr_space_v10.zip)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 10, 2014, 12:55:10 pm
Updated vsh_dr_space_v5 to vsh_dr_space_v10.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 26, 2014, 11:48:18 pm
Updated vsh_dr_delay_b2 to vsh_dr_delay_b3.
Updated vsh_dr_ironworks_beta02 to vsh_dr_ironworks_beta03.
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on August 06, 2014, 01:46:52 am
http://tf2.gamebanana.com/maps/182202 (http://tf2.gamebanana.com/maps/182202) Ermahgerd new mep
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 06, 2014, 03:12:09 am
Added vsh_dr_egypt_v2 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: festivePEWPEW on August 12, 2014, 12:31:42 pm
(http://s1.postimg.org/oc54xywbv/2014_08_12_00002.jpg) (http://postimg.org/image/oc54xywbv/)

Basically you can bypass the motivator by staying where the yellow arrow is then go behind the motivator.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 12, 2014, 02:52:39 pm
Basically you can bypass the motivator by staying where the yellow arrow is then go behind the motivator.

Fixed, thanks!
Title: Re: Map Rotation / Map Suggestions
Post by: festivePEWPEW on August 17, 2014, 03:53:04 pm
(http://s23.postimg.org/4c1suavlj/2014_08_17_00002.jpg) (http://postimg.org/image/4c1suavlj/)

this is in dr_dev_v2, on the third trap (explosion platforms) scouts basically use their bonks to get out from the map
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 17, 2014, 03:53:57 pm
That's fixed, thanks.
Title: dr_dungeon
Post by: 111112oo on August 22, 2014, 06:18:21 pm
http://tf2.gamebanana.com/maps/182471 (http://tf2.gamebanana.com/maps/182471)
NEW MAP!
EDIT: HOLY SHIT THE INTRO TO THE MAP IS AMAZING.
Edit: one of the gates might not open. Fix that.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 22, 2014, 08:48:32 pm
Added vsh_dr_dungeon_alpha2 to the rotation.
Title: dr_dungeon_beta
Post by: 111112oo on August 25, 2014, 05:23:31 pm
http://tf2.gamebanana.com/maps/182471 (http://tf2.gamebanana.com/maps/182471)
Dr_dungeon Updated
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 26, 2014, 04:54:50 pm
Updated vsh_dr_dungeon_alpha2 to vsh_dr_dungeon_beta.
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on September 05, 2014, 08:24:19 pm
http://tf2.gamebanana.com/maps/182685 (http://tf2.gamebanana.com/maps/182685) Updated version of vsh_dr_egypt.
Title: dr_egypt_v4
Post by: 111112oo on September 06, 2014, 06:18:25 pm
Then it became v4 http://tf2.gamebanana.com/maps/182202 (http://tf2.gamebanana.com/maps/182202)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 06, 2014, 08:35:29 pm
Updated vsh_dr_egypt_v2 to vsh_dr_egypt_v4.
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on September 08, 2014, 06:11:51 pm
http://tf2.gamebanana.com/maps/182730 (http://tf2.gamebanana.com/maps/182730) Seems fun.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on September 09, 2014, 04:46:43 am
[url]http://tf2.gamebanana.com/maps/182730[/url] ([url]http://tf2.gamebanana.com/maps/182730[/url]) Seems fun.

Tanx messaged me about this a week or so ago, I never knew he would make it this much better than the old one in such quick time.
Here's some quick problems i noticed.
-Some traps are hard to tell if their activated.
-Motivator can kill you at spawn
-Motivator spawns in very fast and travels fast.
-Some detail looks ugly.
-Moving lasers trap a bit too hard.
Also he finally made a map without a leak.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 09, 2014, 04:51:57 pm
Added vsh_dr_derelict_prima to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 09, 2014, 09:22:03 pm
Updated vsh_dr_castle_steveh_2 to vsh_dr_castle_steveh_2c.
Title: Re: Map Rotation / Map Suggestions
Post by: TheShip on September 18, 2014, 04:56:15 pm
I want dr_hell back.
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on September 18, 2014, 05:48:09 pm
I want dr_hell back.
Unfortunately we cannot grant everyone's wishes else it'd be chaotic, but you can make a poll about it and see if other people agree with you. If they do agree with you, I'm pretty sure Voidy would consider adding it back in.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on September 20, 2014, 05:37:37 pm
I want dr_hell back.
That would be hell.
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on September 27, 2014, 05:20:13 pm
http://tf2.gamebanana.com/maps/182962 (http://tf2.gamebanana.com/maps/182962)
Title: dr_bank_v1
Post by: 111112oo on September 27, 2014, 06:57:49 pm
[url]http://tf2.gamebanana.com/maps/182962[/url] ([url]http://tf2.gamebanana.com/maps/182962[/url])

IT'S BACK!!!!!!!!!!!!!
Title: Re: dr_bank_v1
Post by: festivePEWPEW on September 29, 2014, 10:59:58 pm
IT'S BACK!!!!!!!!!!!!!

omg yyyyyyyyyyyyyaaaaaaaasssssssssssssss
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 30, 2014, 09:12:52 pm
Added vsh_dr_bank_v1 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: TheShip on November 06, 2014, 07:25:00 pm
Hey I just finished my Deathrun map:
http://tf2.gamebanana.com/maps/183463 (http://tf2.gamebanana.com/maps/183463)
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on November 07, 2014, 06:18:53 am
Hey I just finished my Deathrun map:
[url]http://tf2.gamebanana.com/maps/183463[/url] ([url]http://tf2.gamebanana.com/maps/183463[/url])

Please change that water texture into actual water, oh god,.
EDIT: Spectated around the map, was cool. It seemed VERY VERY BIG. I do also think a lot of textures should be improved on, also minigame was ugly. It's an okay map that's kinda cool.
Title: Re: Map Rotation / Map Suggestions
Post by: TheShip on November 07, 2014, 08:59:11 am
Please change that water texture into actual water, oh god,.
EDIT: Spectated around the map, was cool. It seemed VERY VERY BIG. I do also think a lot of textures should be improved on, also minigame was ugly. It's an okay map that's kinda cool.

About the water texture, when I first started creating the map. It was suposed to be the actual water texture, but when I tried to test it, it didn't work (it appeared as the skybox texture) so I had to change it.

And I must admit, I rushed when I was making the minigame.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on November 07, 2014, 02:45:20 pm
About the water texture, when I first started creating the map. It was suposed to be the actual water texture, but when I tried to test it, it didn't work (it appeared as the skybox texture) so I had to change it.

And I must admit, I rushed when I was making the minigame.

Maybe that error because there were leaks in those builds? I might be able to help, don't know. Also fix that Overflow error, this is caused by too much objects in a visleaf. Remove that giant box of skybox around the levels and skybox where necessary. Some lighting could also be improved.
Title: Re: Map Rotation / Map Suggestions
Post by: TheShip on November 07, 2014, 04:35:30 pm
Maybe that error because there were leaks in those builds? I might be able to help, don't know. Also fix that Overflow error, this is caused by too much objects in a visleaf. Remove that giant box of skybox around the levels and skybox where necessary. Some lighting could also be improved.


I'm editing my map right now. If you want to help me I accept, add me on Steam:
http://steamcommunity.com/profiles/76561198088605661/ (http://steamcommunity.com/profiles/76561198088605661/)
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on November 07, 2014, 04:45:51 pm
Does the map have custom music or a hidden music button
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on November 07, 2014, 05:20:55 pm
Does the map have custom music or a hidden music button
It plays music at the beginning.
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on November 07, 2014, 05:30:52 pm
It plays music at the beginning.
oh my better be some good shit
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 08, 2014, 07:18:13 pm
Added vsh_dr_pirate_adventure_fix to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: TheShip on November 09, 2014, 12:26:42 am
I just updated my map, now it's WAY shorter and easier:

http://tf2.gamebanana.com/maps/183463 (http://tf2.gamebanana.com/maps/183463)

Some changes:

- After the first ladder, the player go directly into the cave (6 traps removed)
- The disappearing platforms got nerfed.
- Reduced the speed of the spinning swords.

Some screenshots:

http://postimg.org/image/3qbs2libl/ (http://postimg.org/image/3qbs2libl/)
http://postimg.org/image/ealpl6mtd/ (http://postimg.org/image/ealpl6mtd/)
http://postimg.org/image/juy6vtloh/ (http://postimg.org/image/juy6vtloh/)
http://postimg.org/image/d5rnft0ch/ (http://postimg.org/image/d5rnft0ch/)
http://postimg.org/image/i5p3nr5z5/ (http://postimg.org/image/i5p3nr5z5/)
http://postimg.org/image/a2qxcfldt/ (http://postimg.org/image/a2qxcfldt/)



Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 10, 2014, 11:19:38 pm
The water texture appears to be missing.

(http://cloud-4.steampowered.com/ugc/44236317015425774/1100842037A5DA909E010B27B42F2040D0BF4F41/)
Title: Re: Map Rotation / Map Suggestions
Post by: TheShip on November 11, 2014, 06:34:13 am
The water texture appears to be missing.


Oops I forgot to change the download link. Sorry for that, try again:
http://tf2.gamebanana.com/maps/183463 (http://tf2.gamebanana.com/maps/183463)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 11, 2014, 04:14:14 pm
Everything seems to be fine now. Unfortunately, I had to rename the map to vsh_dr_pirate_adventure_baby because the full filename was past the 32 character limit of the source engine when the vsh_ prefix is added.

Updated vsh_dr_pirate_adventure_fix to vsh_dr_pirate_adventure_baby.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on November 15, 2014, 01:42:43 pm
On Ironworks, you can prevent the team from moving forward on the third trap. I didn't see how it happened, but it looks like you just have to stand on the box as it's coming up. Got a demo.

https://www.mediafire.com/?7zyzns9h6ppgddl (https://www.mediafire.com/?7zyzns9h6ppgddl)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 20, 2014, 08:09:51 pm
On Ironworks, you can prevent the team from moving forward on the third trap. I didn't see how it happened, but it looks like you just have to stand on the box as it's coming up. Got a demo.

Fixed, thanks!
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on November 21, 2014, 10:21:46 am
http://steamcommunity.com/sharedfiles/filedetails/?id=344756414 (http://steamcommunity.com/sharedfiles/filedetails/?id=344756414)

You can get stuck in the roof of Bandicoot Egypt by standing or jumping or something on the oil block thing trap when it's activated. Somehow. Seems to be a very rare issue, but an issue nonetheless.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on November 25, 2014, 02:19:25 pm
Player collision stops the lowering platform on Sawmill.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 27, 2014, 07:30:15 pm
Player collision stops the lowering platform on Sawmill.

Fixed, thanks.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 02, 2014, 02:47:34 pm
https://www.mediafire.com/?g3i46l6g70uv1ho (https://www.mediafire.com/?g3i46l6g70uv1ho)

On Pirate Adventure you can break the trap after the cannon by standing on the very edge after it's activated, preventing the rest of the team from progressing.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 02, 2014, 06:05:10 pm
Added vsh_dr_volvagias_lair_beta03 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on December 03, 2014, 08:59:34 pm
Also on Pirate Adventure, the little metal door you have to crouch through can be broken so that it won't open. It seems to be caused by someone standing near it until it closes. It will not open again until the area is completely cleared.

Not sure there's much Voidy can do, but the mapmaker might like to know.
Title: Re: Map Rotation / Map Suggestions
Post by: TheShip on December 05, 2014, 03:30:33 pm
I updated my map yesterday, now all bugs that could delay an entire round are fixed (I hope):

http://tf2.gamebanana.com/maps/183463 (http://tf2.gamebanana.com/maps/183463)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 11, 2014, 06:11:10 pm
Updated vsh_dr_pirate_adventure_baby to vsh_dr_pirate_adventure_bby2.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 15, 2015, 10:37:24 pm
Updated vsh_dr_delay_b3 to vsh_dr_delay_b3_fix. This should fix issues with the medic player model being invisible.
Title: Re: Map Rotation / Map Suggestions
Post by: Whitepaw on February 06, 2015, 08:53:54 pm
http://tf2.gamebanana.com/maps/182962 (http://tf2.gamebanana.com/maps/182962)

Bank has been updated. He said the crashes should be fixed too.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 06, 2015, 10:56:05 pm
Updated vsh_dr_bank_v1 to vsh_dr_bank_v2.
Title: dr_cryptnecrodancer
Post by: 111112oo on March 01, 2015, 02:39:13 pm
http://tf2.gamebanana.com/maps/184894 (http://tf2.gamebanana.com/maps/184894) !!!!!!!
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 08, 2015, 04:38:18 pm
Added vsh_dr_cryptnecrodancer_v3 to the rotation.

Sorry for the delay, it's been a long week of classes/new puppy.
Title: Re: Map Rotation / Map Suggestions
Post by: ChaosStarlight on March 19, 2015, 03:02:16 am
http://tf2.gamebanana.com/maps/178596 (http://tf2.gamebanana.com/maps/178596)

Super Mario 64 got fixed for it's bugs and such.
Title: Re: Map Rotation / Map Suggestions
Post by: ChaosStarlight on March 19, 2015, 03:07:45 am
http://tf2.gamebanana.com/maps/184894 (http://tf2.gamebanana.com/maps/184894)

Crypt was updated as well.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 20, 2015, 02:35:53 am
Updated vsh_dr_cryptnecrodancer_v3 to vsh_dr_cryptnecrodancer_v4.
Updated vsh_dr_supermario64_v5 to vsh_dr_supermario64_v6a.
Title: Re: Map Rotation / Map Suggestions
Post by: ChaosStarlight on March 23, 2015, 12:21:23 am
http://tf2.gamebanana.com/maps/182730 (http://tf2.gamebanana.com/maps/182730)

Derelict has been updated also.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on March 23, 2015, 02:47:37 am
[url]http://tf2.gamebanana.com/maps/182730[/url] ([url]http://tf2.gamebanana.com/maps/182730[/url])

Derelict has been updated also.

I suggest this doesn't get added as the guy made the map longer, and harder than before.
Also I don't think Crytnecrodancer_v4 and supermario64_v6 were added to the map rotation on the server
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 24, 2015, 03:09:00 pm
vsh_dr_cryptnecrodancer_v4 is in rotation, but somehow vsh_dr_supermario64_v6a got missed. I've fixed that now, sorry.
Title: dr_cryptnecrodancer_v6
Post by: 111112oo on April 05, 2015, 08:38:31 pm
http://tf2.gamebanana.com/maps/184894 (http://tf2.gamebanana.com/maps/184894)
cryptnecrodancer updated
Title: Re: dr_cryptnecrodancer_v6
Post by: Whitepaw on April 05, 2015, 09:01:59 pm
[url]http://tf2.gamebanana.com/maps/184894[/url] ([url]http://tf2.gamebanana.com/maps/184894[/url])
cryptnecrodancer updated


Oh boy oh boy oh boy! I actually knew all of this because I had contacted him about the timer on color game.
Title: Re: Map Rotation / Map Suggestions
Post by: 342down on April 07, 2015, 09:17:52 am
(Assuming this is the right place to be posting this; I'm used to the game mode, not the forums. :P)
I think the removal of Forice (vsh_dr_forice_b6) should be taken into consideration.

From my personal experience, I can say the map is terrible. Some reasons?
-Terrible appearance. (Essentially nothing but squarish rooms with squarish features, with the squarish hallway connecting the two; also, textures are extremely simplistic, the motivator is basically stolen from Area 51, and I know at least that pumpkin trap is somewhat a near duplicate of the pumpkin trap on Office, albeit with much less effort put into it.)
-Assuming the Hale knows how to aim at a button about the size of a LVL 1 sentry, and there is no freerun, the Hale can win every time with ease. (There are plenty of traps you basically can't trick the Hale into activating, such as the humongous dropping floor, the pumpkin trap which gets you even if you're not standing on the floor (and above it instead), and that exploding hallway between the two traps which kills you even if you're not directly inside.)
--Adding onto this, there are three door traps, one of which even has three doors! This adds an unenjoyable difficulty to the map as four players (or more) could easily be lost simply in the process of guessing doors, leaving the team 4 (or more) players down on the rest of the ridiculous traps on the map. Also, just a note: people always take forever at these doors and the chance of the motivator killing the hesitant players is quite high.
-The map is painfully long. I never bothered counting how many traps there are in all, but it takes a while to get through even WITHOUT the traps, and with the traps, the team basically hesitates to death.

Anyway, enough with my own opinions. From what I've seen on the map, it seems that at least a quarter of the team rtvs almost immediately, if not more, sometimes pleading for the rest to do the same and getting most of the people needed to rtv and then sitting there waiting for the last few needed votes. Many more have complained about the same thing I have from what I have seen, especially the door traps. I know I have seen people switch to spectator or leave so they don't have to waste their turn as Hale, and some others simply leave the server because they can't stand the map and/or are bored out of their minds.

Anyway, I don't want to make this wall of text any larger, and I figure I've gotten my point across, so I'll shush and hope Voidy removes this.

Thanks for reading. :3
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on April 07, 2015, 05:02:43 pm
Updated vsh_dr_cryptnecrodancer_v4 to vsh_dr_cryptnecrodancer_v6.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on April 07, 2015, 08:35:53 pm
wall of text dr_forice
I'm with you here, I really hate that map and I think it should be removed
Title: New Map dr_hourglass
Post by: 111112oo on April 07, 2015, 08:37:52 pm
http://tf2.gamebanana.com/maps/185345 (http://tf2.gamebanana.com/maps/185345)
by the maker of bank, an earlier project by him, resurrected and brung back from the dead.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on April 07, 2015, 08:42:20 pm
[url]http://tf2.gamebanana.com/maps/185345[/url] ([url]http://tf2.gamebanana.com/maps/185345[/url])
by the maker of bank, an earlier project by him, resurrected and brung back from the dead.


Tested it a few hours ago. Couldn't get my client to not crash so I'm not sure what to say about it.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on April 09, 2015, 10:18:57 pm
(Assuming this is the right place to be posting this; I'm used to the game mode, not the forums. :P)
I think the removal of Forice (vsh_dr_forice_b6) should be taken into consideration.

From my personal experience, I can say the map is terrible. Some reasons?
-Terrible appearance. (Essentially nothing but squarish rooms with squarish features, with the squarish hallway connecting the two; also, textures are extremely simplistic, the motivator is basically stolen from Area 51, and I know at least that pumpkin trap is somewhat a near duplicate of the pumpkin trap on Office, albeit with much less effort put into it.)
-Assuming the Hale knows how to aim at a button about the size of a LVL 1 sentry, and there is no freerun, the Hale can win every time with ease. (There are plenty of traps you basically can't trick the Hale into activating, such as the humongous dropping floor, the pumpkin trap which gets you even if you're not standing on the floor (and above it instead), and that exploding hallway between the two traps which kills you even if you're not directly inside.)
--Adding onto this, there are three door traps, one of which even has three doors! This adds an unenjoyable difficulty to the map as four players (or more) could easily be lost simply in the process of guessing doors, leaving the team 4 (or more) players down on the rest of the ridiculous traps on the map. Also, just a note: people always take forever at these doors and the chance of the motivator killing the hesitant players is quite high.
-The map is painfully long. I never bothered counting how many traps there are in all, but it takes a while to get through even WITHOUT the traps, and with the traps, the team basically hesitates to death.

Anyway, enough with my own opinions. From what I've seen on the map, it seems that at least a quarter of the team rtvs almost immediately, if not more, sometimes pleading for the rest to do the same and getting most of the people needed to rtv and then sitting there waiting for the last few needed votes. Many more have complained about the same thing I have from what I have seen, especially the door traps. I know I have seen people switch to spectator or leave so they don't have to waste their turn as Hale, and some others simply leave the server because they can't stand the map and/or are bored out of their minds.

Anyway, I don't want to make this wall of text any larger, and I figure I've gotten my point across, so I'll shush and hope Voidy removes this.

Thanks for reading. :3


The map ratings for deathrun (http://stats.saxtonhell.com/Maps/View?type=dr) don't put dr_forice all that far down in the rankings. I think perhaps a poll would be a better way to gauge interest in removing the map. Feel free to make a new thread for the poll and ask DR regulars to vote and we can go from there.
Title: Re: Map Rotation / Map Suggestions
Post by: Werewolf on May 26, 2015, 01:08:50 pm
Just an FYI for you - DR_Bank has been updated to V3 - http://tf2.gamebanana.com/maps/182962 (http://tf2.gamebanana.com/maps/182962)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on May 31, 2015, 09:53:25 pm
Added vsh_dr_psykopat to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on June 25, 2015, 08:26:41 pm
Added the following maps to rotation:

vsh_dr_aufgeben_v2
vsh_dr_hallway_beta
Title: Re: Map Rotation / Map Suggestions
Post by: dixondoorman on July 01, 2015, 06:49:50 pm
http://tf2.gamebanana.com/maps/185345 (http://tf2.gamebanana.com/maps/185345)

DR_Hourglass has been updated.
Hopefully it should resolve the crashing issue.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on July 01, 2015, 07:03:57 pm
hallway has been updated http://tf2.gamebanana.com/maps/186222 (http://tf2.gamebanana.com/maps/186222)
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on July 02, 2015, 09:32:59 pm
bank update
http://tf2.gamebanana.com/maps/182962 (http://tf2.gamebanana.com/maps/182962)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 04, 2015, 01:04:09 am
Updated the following maps:

vsh_dr_bank_v2 to vsh_dr_bank_v3.
vsh_dr_hallway_beta to vsh_dr_hallway_beta3.

[url]http://tf2.gamebanana.com/maps/185345[/url] ([url]http://tf2.gamebanana.com/maps/185345[/url])

DR_Hourglass has been updated.
Hopefully it should resolve the crashing issue.


Unfortunately not. The first load of the map causes clients to crash still.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 24, 2015, 11:55:56 am
Added vsh_dr_runoff_b1 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 26, 2015, 01:54:18 pm
Updated vsh_dr_runoff_b1 to vsh_dr_runoff_b2.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on July 29, 2015, 03:43:07 am
bank update
http://tf2.gamebanana.com/maps/updates/182962 (http://tf2.gamebanana.com/maps/updates/182962)
hallway update
http://tf2.gamebanana.com/maps/186222 (http://tf2.gamebanana.com/maps/186222)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 31, 2015, 04:47:52 pm
Updated vsh_dr_hallway_beta3 to vsh_dr_hallway_final.
Updated vsh_dr_bank_v3 to vsh_dr_bank_v4a.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 12, 2015, 04:52:20 pm
Updated vsh_dr_runoff_b2 to vsh_dr_runoff_b3.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on August 16, 2015, 04:30:02 pm
http://tf2.gamebanana.com/maps/182962 (http://tf2.gamebanana.com/maps/182962)
dr_bank update,
fixes crashing
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 16, 2015, 07:57:01 pm
Updated vsh_dr_bank_v4a to vsh_dr_bank_v5.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on September 02, 2015, 03:39:09 am
dr_orange

http://tf2.gamebanana.com/maps/187142 (http://tf2.gamebanana.com/maps/187142)

only decent new map in the new set of maps on gamebanana,
do not bother adding the rest
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 02, 2015, 10:28:37 am
Added vsh_dr_orange_beta03 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on September 18, 2015, 02:22:14 am
http://tf2.gamebanana.com/maps/187142 (http://tf2.gamebanana.com/maps/187142)

organge update
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 18, 2015, 10:35:24 pm
Updated vsh_dr_orange_beta03 to vsh_dr_orange_v5.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on September 21, 2015, 10:27:40 pm
http://tf2.gamebanana.com/maps/updates/187142 (http://tf2.gamebanana.com/maps/updates/187142)
orange updates
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 26, 2015, 06:57:47 pm
Updated vsh_dr_orange_v5 to vsh_dr_orange_v7.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 29, 2015, 04:04:21 pm
Added vsh_dr_steamworks_extreme_b3a to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: vixxystix223 on September 29, 2015, 04:05:49 pm
Add dr_simpsond
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on September 30, 2015, 03:26:03 am
Add dr_simpsond
dr_simpsons is a kinda broken map that's really easy to rush due to how small the traps are.
Title: Re: Map Rotation / Map Suggestions
Post by: Werewolf on October 17, 2015, 04:45:23 pm
Shameless self-promotion here, but:
Dr_4Halls_V2 - http://steamcommunity.com/sharedfiles/filedetails/?id=536809324 (http://steamcommunity.com/sharedfiles/filedetails/?id=536809324)
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on October 17, 2015, 07:21:50 pm
orange update
http://tf2.gamebanana.com/maps/187142 (http://tf2.gamebanana.com/maps/187142)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 17, 2015, 08:32:16 pm
Added vsh_dr_4halls_v2 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on October 23, 2015, 12:07:06 am
https://dl.dropboxusercontent.com/u/8368863/vsh_dr_4halls_v3.bsp.bz2 (https://dl.dropboxusercontent.com/u/8368863/vsh_dr_4halls_v3.bsp.bz2)
its a 4halls update
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 23, 2015, 09:04:08 pm
Updated vsh_dr_4halls_v2 to vsh_dr_4halls_v3.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on November 05, 2015, 03:09:53 pm
https://dl.dropboxusercontent.com/u/8368863/vsh_dr_4halls_v4.bsp.bz2 (https://dl.dropboxusercontent.com/u/8368863/vsh_dr_4halls_v4.bsp.bz2)
4halls update
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 07, 2015, 03:38:37 pm
Updated vsh_dr_4halls_v3 to vsh_dr_4halls_v4.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on December 21, 2015, 08:34:12 pm
its a bank update
http://tf2.gamebanana.com/maps/182962 (http://tf2.gamebanana.com/maps/182962)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 23, 2015, 01:10:56 am
Updated vsh_dr_bank_v5 to vsh_dr_bank_v6.
Title: Re: Map Rotation / Map Suggestions
Post by: Whitepaw on January 26, 2016, 02:42:59 pm
Normal version
http://tf2.gamebanana.com/maps/188438 (http://tf2.gamebanana.com/maps/188438)

Harder version
http://tf2.gamebanana.com/maps/188650 (http://tf2.gamebanana.com/maps/188650)

Friend said dr_bearun is a challenge. Steamworks hard.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 30, 2016, 12:37:45 pm
Spring (or almost spring) cleaning time!

Removed the following maps from rotation:

vsh_dr_basicbrick_final
vsh_dr_cliffsideb4
vsh_dr_corridor_v2
vsh_dr_darkwoods_b1
vsh_dr_dev_v2
vsh_dr_may_fixed3
vsh_dr_smexytraps_v2
vsh_dr_tonnel_v2
vsh_dr_woods_b5

Friend said dr_bearun is a challenge. Steamworks hard.

Friend unfortunately doesn't understand why steamworks is hard. The map needs work, there's a couple breakable platforms we'd need our anti-griefing plugin, and there's one airstrafe "trap" that doesn't behave and will end up just killing everyone.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 27, 2016, 01:20:32 pm
Updated vsh_dr_goldfever_b2 to vsh_dr_goldfever_tf2_b3.
Updated vsh_dr_time_travel_b4 to vsh_dr_time_travel_v5.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on February 27, 2016, 10:02:49 pm
What did the Time Travel update even change?
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 27, 2016, 10:08:23 pm
The addition of a freerun button and some bug fixes supposedly.
Title: Re: Map Rotation / Map Suggestions
Post by: BLAKUboy on February 27, 2016, 10:11:17 pm
Yeah I just saw the button. Haven't noticed any fixes though.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on March 04, 2016, 12:00:58 am
https://mega.nz/# (https://mega.nz/#)!2VwWBRDC!LS2HjsVqzzR2J9kD1TT9N48B_15FsiWp7vZ7ONbn-6I
universe update
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 06, 2016, 06:39:08 pm
Updated vsh_dr_universe_v4 to vsh_dr_universe_v5.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 07, 2016, 09:05:15 pm
Updated vsh_dr_goldfever_tf2_b3 to vsh_dr_goldfever_tf2_b4.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on April 01, 2016, 06:50:25 pm
Updated vsh_dr_runoff_b3 to vsh_dr_runoff_b4.
Title: Re: Map Rotation / Map Suggestions
Post by: Quiche Robbery on April 09, 2016, 11:01:08 pm
Space update: https://www.dropbox.com/s/59adc76i3n2gne9/vsh_dr_space_v13.bsp.bz2?dl=0 (https://www.dropbox.com/s/59adc76i3n2gne9/vsh_dr_space_v13.bsp.bz2?dl=0)

coldmetal rebalance/update: https://www.dropbox.com/s/elajllcrqgkj8cl/vsh_dr_coldmetal_rebalance_fix.bsp.bz2?dl=0 (https://www.dropbox.com/s/elajllcrqgkj8cl/vsh_dr_coldmetal_rebalance_fix.bsp.bz2?dl=0) ( If you have your death with a large amount of HP, you might want to disable to bossfight as it scales hale's health up by 10. Also there might be a few texture inconsistencies around the place, rest assured I'll fix them up)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on April 10, 2016, 03:24:39 pm
Updated vsh_dr_space_v10 to vsh_dr_space_v13.
Updated vsh_dr_coldmetal_final_fix to vsh_dr_coldmetal_rebalance_fix.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 22, 2016, 08:23:38 pm
Removed the following maps from rotation:

vsh_dr_wooden_v3_ig
vsh_dr_pool_party_final_fix
vsh_dr_pain_facility
vsh_dr_inca_v8
vsh_dr_forice_b6
vsh_dr_aufgeben_v2
vsh_dr_badwater_fix
vsh_dr_orange_v7
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on October 23, 2016, 10:32:47 am
https://dl.dropboxusercontent.com/u/8368863/vsh_dr_4halls_v6.bsp.bz2 (https://dl.dropboxusercontent.com/u/8368863/vsh_dr_4halls_v6.bsp.bz2) = 4halls update
https://dl.dropboxusercontent.com/u/8368863/vsh_dr_bank_v7.bsp.bz2 (https://dl.dropboxusercontent.com/u/8368863/vsh_dr_bank_v7.bsp.bz2) = Bank Update
http://gamebanana.com/maps/166110 (http://gamebanana.com/maps/166110) = Block update, I dont like it but people want it, huge mishmash of styles and it's ugly. your choice

Don't worry about the renaming issue here as top 2 are vsh made versions, and block is originally named with vsh
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 23, 2016, 02:11:09 pm
Updated the following maps:

vsh_dr_bank_v6 -> vsh_dr_bank_v7
vsh_dr_4halls_v4 -> vsh_dr_4halls_v6
vsh_dr_block_v6 -> vsh_dr_block_v9
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on October 26, 2016, 01:49:29 am
http://gamebanana.com/maps/192767 (http://gamebanana.com/maps/192767) - New Map
I would still higly reccomend editing the vsh plugin to support maps with dr_ namings so we can add new maps without breaking things and to hopefully bring in players, no idea what could happen for this map without, if you do then we can update to runoff to the version below sucessfully.

--

http://gamebanana.com/maps/191896 (http://gamebanana.com/maps/191896) - Runoff Update (only if we fix the issue)
No need to rename all the other maps, we can jsut start keeping the namings of new maps
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 03, 2016, 07:37:19 pm
Added vsh_dr_psykopat2_v2 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: Durrbill on May 28, 2017, 06:25:28 pm
dr_firetemple (http://gamebanana.com/maps/194602)
dr_tf2_museum (http://gamebanana.com/maps/194937)

Also, about dr_badwater's removal:
If I fixed the bug where you could only see a missing texture when underwater (pretty much map breaking), would you be willing to re-add it?
Title: Re: Map Rotation / Map Suggestions
Post by: Sethos S. on May 29, 2017, 02:40:27 am
dr_pauseahead (http://[http://gamebanana.com/maps/192052)

It's a nice-looking retro map with great music.

dr_undertale (http://[url=http://gamebanana.com/maps/191701)

While the map and music are good, the minigames are pretty fun.


Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on May 29, 2017, 02:27:26 pm
Added the following maps to the rotation:

vsh_dr_undertale_finished
vsh_dr_firetemple_b2a
vsh_dr_pauseahead_v13
vsh_dr_tf2_museum_v5_fix
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on April 06, 2018, 03:55:01 am
Fuck it here's some maps. I want this server to be alive again and I'd love if events could be hosted like the ones for the VSH server.
I'm getting nostalgia writing up this.

NEW:
https://gamebanana.com/maps/196245 (https://gamebanana.com/maps/196245) - monkeyball
https://gamebanana.com/maps/198565 (https://gamebanana.com/maps/198565) - home sweet home
https://gamebanana.com/maps/196106 (https://gamebanana.com/maps/196106) - retroland
https://gamebanana.com/maps/193868 (https://gamebanana.com/maps/193868) - mandrillmaze
https://mega.nz/#!3YZUSSCZ!ySDgRyVzZLVbemmX9YEEQM7gBGXgH-Ow9XOPrxP8B_E (https://mega.nz/#!3YZUSSCZ!ySDgRyVzZLVbemmX9YEEQM7gBGXgH-Ow9XOPrxP8B_E) - technoir impossible
UPDATES:
https://gamebanana.com/maps/198821 (https://gamebanana.com/maps/198821) - big egypt update, remove the kill zones you had set before because the pit has been overhauled
https://gamebanana.com/maps/182962 (https://gamebanana.com/maps/182962) - bank update
https://mega.nz/#!HEI1jATZ!hYyT9t6-d4i1Qafn4z-eRSsz1q25ARp2URT4WgvQbI8 (https://mega.nz/#!HEI1jATZ!hYyT9t6-d4i1Qafn4z-eRSsz1q25ARp2URT4WgvQbI8) - big necrodancer update, new area
REMOVE:
vsh_dr_coldmetal_rebalance_fix - please


Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on August 21, 2018, 06:00:16 am
New:
https://gamebanana.com/maps/195611 (https://gamebanana.com/maps/195611) - Trollrun Redux, a different version of Trollrun, add it separately.
https://gamebanana.com/maps/198961 (https://gamebanana.com/maps/198961) - Underworld
Updates:
https://mega.nz/#!CNRhCASR!-S4kO9sGPJD6BWBx-I5EnaxqF5N8361dRbMWH3v31x4 (https://mega.nz/#!CNRhCASR!-S4kO9sGPJD6BWBx-I5EnaxqF5N8361dRbMWH3v31x4) - Office V5, OFFICIAL UPDATE. This isn't an edit, this is the real deal!
The first trap was changed a bunch so Hale is teleported down there when no-one else is alive, so I'd delay the killzone for it and have it RED only (If it isn't already).
Additionally the cage area killzone should be changed to cover the sparta egg area only.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on September 09, 2018, 04:12:44 am
-THESE MAPS MUST NOT BE RENAMED-
NEW: https://fortresslabs.tf/playstation/ (https://fortresslabs.tf/playstation/) - The most amazing map we've all been waiting for: Playstation!
Make sure to follow instructions in the readme to make the Wipeout minigame faster and more fun. + also have tf_allow_player_use 1 on!
UPDATE: https://gamebanana.com/maps/191896 (https://gamebanana.com/maps/191896) - Update to Runoff!
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on October 03, 2018, 05:40:22 am
more stuff to remove:
vsh_dr_cube_v2 - Just a crappier running.
vsh_dr_sunbaked_d - Bad edit of an already bad map.
vsh_dr_space_v13 - Quiche ports are horrible.
vsh_dr_sketchyrun_final2 - Leaked map, also very boring and lazy.
vsh_dr_factory_v3b_custom - Boring lazy map.
vsh_dr_hallway_final - Lazy leaked map.
vsh_dr_undertale_finished - Atrocious map.
vsh_dr_tf2_museum_v5_fix - Bunbun maps are oversaturated to the point where deathrun becomes worse because of them and this one is bad enough to go.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on October 04, 2018, 03:25:39 am
Out of all the maps I posted above, make sure ONLY OFFICE has the vsh_dr_ prefix.
-
Out of all the maps currently in the maplist, make sure ONLY THESE have the vsh_dr_ prefix:
vsh_dr_aconian_final2
vsh_dr_block_v9
vsh_dr_dust_b3_fixed
vsh_dr_forest_b7
vsh_dr_gaytower_v2_fixed
vsh_dr_ironworks_beta03
vsh_dr_slay_b5
vsh_dr_steamworks_extreme_b3a
vsh_dr_time_travel_v5
+office
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on October 05, 2018, 06:43:22 am
Finally, I'd remove the automatic door picking server logic from all maps that have it and I'd re-add the "UNSELECTED" text to trollrun.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on January 18, 2019, 04:03:17 am
https://gamebanana.com/maps/194602 (https://gamebanana.com/maps/194602) - firetemple update
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on January 22, 2019, 10:25:52 pm
Regarding delay_fix, since it is a rename we should bring it back to the original delay_b3, what was different with it anyways?
https://gamebanana.com/maps/177033 (https://gamebanana.com/maps/177033)
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on January 31, 2019, 10:42:41 pm
https://mega.nz/#!fZQxFKya!kxkFbzSCwMuEF8P-_IfLFrZTxcv6h7eEjuElhlKcTSY (https://mega.nz/#!fZQxFKya!kxkFbzSCwMuEF8P-_IfLFrZTxcv6h7eEjuElhlKcTSY) - Really unique and fun map, however we must strip everyone to melee and disable weapons like sandman, wrap assassin, and caber for it.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on February 27, 2019, 10:45:25 pm
https://gamebanana.com/maps/185345 (https://gamebanana.com/maps/185345) - Hourglass! It's finally fully fixed and doesn't crash anymore!
Title: Re: Map Rotation / Map Suggestions
Post by: Whitepaw on May 20, 2019, 03:07:59 am
shameless bump
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on June 02, 2019, 02:10:27 pm
Added the following maps to rotation:
vsh_dr_supermonkeyball_v4_2
vsh_dr_trollrun_redux
vsh_dr_technoir_v2_impossible
vsh_dr_mandrillmaze_v2_4
vsh_dr_minigames_b2
vsh_dr_underworld_final
vsh_dr_home_sweet_home_v4
vsh_dr_retroland_fix
vsh_dr_hourglass_v5

Updated the following maps:
vsh_dr_bank_v7 -> vsh_dr_bank_v11
vsh_dr_firetemple_b2a -> vsh_dr_firetemple_b4a
vsh_dr_office_v2 -> vsh_dr_office_v5
vsh_dr_runoff_b4 -> vsh_dr_runoff
vsh_dr_cryptnecrodancer_v6 -> vsh_dr_cryptnecrodancer_v7
vsh_dr_egypt_v4 -> vsh_dr_egypt_final_fix2
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on June 04, 2019, 07:07:32 am
Yeah yeah not happy about the maps still being renamed but I talked to Voidy and stuff should get sorted soon!
--
In the case of what a map was originally shared as, keep these as vsh_dr_:
vsh_dr_block_v9
vsh_dr_coldmetal_rebalance_fix
vsh_dr_crash_bandicoot_v6
vsh_dr_dust_b3_fixed
vsh_dr_forest_b7
vsh_dr_gaytower_v2_fixed
vsh_dr_goldfever_tf2_b4
vsh_dr_hot_desert_v9_fix
vsh_dr_ironworks_beta03
vsh_dr_minecraftworld_b3
vsh_dr_office_v5
vsh_dr_slay_b5
vsh_dr_space_v13
vsh_dr_steamworks_extreme_b3a
vsh_dr_time_travel_v5
However, in the case of which maps get broken when renamed, keep these as vsh_dr_: (choose this list or the above list)
vsh_dr_coldmetal_rebalance_fix
vsh_dr_crash_bandicoot_v6
vsh_dr_dust_b3_fixed
vsh_dr_forest_b7
vsh_dr_hot_desert_v9_fix
vsh_dr_space_v13
--
Make sure to rename pirate adventure back to dr_baby_pirate_adventure_fix2 , for you renamed it further cause the filename didn't fit with vsh_!
--
Playstation - The most important map in deathrun history:
https://fortresslabs.tf/playstation/deathrun_playstation.zip (https://fortresslabs.tf/playstation/deathrun_playstation.zip)
Technoir update:
https://mega.nz/# (https://mega.nz/#)!bZIkHAKa!QKP6Mzty1FywdabnoRRUZIGdZygkmODjxuUOzvFjwos
--
Add this to the winterhill_beta2 stripper config! This will stop the map from crashing players:
Code: [Select]
filter:
{
"classname" "infodecal"
}
--
Bonus: Set tf_allow_player_use to 1 please! :)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on June 09, 2019, 01:19:13 pm
Updated dr_technoir_v2_impossible to dr_technoir_v6_impossible.

Added dr_playstation_final to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on February 08, 2020, 02:43:40 am
new:
https://gamebanana.com/maps/207866 (https://gamebanana.com/maps/207866)
https://gamebanana.com/maps/207857 (https://gamebanana.com/maps/207857)
https://gamebanana.com/maps/190961 (https://gamebanana.com/maps/190961)
update:
https://gamebanana.com/maps/187778 (https://gamebanana.com/maps/187778)
https://gamebanana.com/maps/206960 (https://gamebanana.com/maps/206960)
https://gamebanana.com/maps/196245 (https://gamebanana.com/maps/196245)
Title: Re: Map Rotation / Map Suggestions
Post by: Whitepaw on February 17, 2020, 03:00:09 pm
@111112oo The second link under New says "This Map is private and can only be viewed by the owner, moderators, permit holders and studio leaders (and studio members if group-private)."
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on February 21, 2020, 07:25:51 pm
yeah there was a major bug with that map and it will go back online once its fixed
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on February 24, 2020, 10:56:26 pm
The marioworld map which I posted above is fixed and back online.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on February 25, 2020, 04:59:44 am
new:
https://gamebanana.com/maps/208101 (https://gamebanana.com/maps/208101) (You'll need to write a quick Stripper config to make the motivator not kill Hale here.)

You still need to add this to the winterhill Stripper config to make the map not crash players. It targets all the decals cause all the decals are able to cause crashes since they are on moving objects.
Code: [Select]
filter:
{
"classname" "infodecal"
}
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 05, 2020, 09:44:39 pm
Added the following maps:

dr_badger_escape_rc1
dr_neonoir_impossible_v6x
dr_marioworld_redux_final1

Updated the following maps:

dr_underworld_final -> dr_underworld_redux
dr_supermonkeyball_v4_2 -> dr_supermonkeyball_v4_3
dr_4halls_v6 -> dr_4halls_v7

(You'll need to write a quick Stripper config to make the motivator not kill Hale here.)

Ran out of time getting this in place... This stuff becomes a little harder these days cause maps are BSPZIP'd. I'll see if I can find some time soon to fix this.

You still need to add this to the winterhill Stripper config to make the map not crash players. It targets all the decals cause all the decals are able to cause crashes since they are on moving objects.

We've actually had that in place already - not sure why it's not working though, still digging.
Title: Re: Map Rotation / Map Suggestions
Post by: Berke on March 06, 2020, 07:34:23 pm
Hello I am Quiche Ro- nah just joking.
Here is 2 maps I ported.
deathrun_sonic: https://drive.google.com/open?id=1kfraUrOoKtCHR1My-Su3E7qgQv5I7h5E (https://drive.google.com/open?id=1kfraUrOoKtCHR1My-Su3E7qgQv5I7h5E)
deathrun_dust: https://gamebanana.com/maps/206674 (https://gamebanana.com/maps/206674)
I ported deathrun_southpark too but it got some problems so it's not ready yet.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 04, 2024, 03:36:56 pm
Updated the following maps:

dr_supermonkeyball_v4_3 to dr_supermonkeyball_v5a
dr_baby_pirate_adventure_fix2 to dr_pirate_adventure_v3
dr_neonoir_impossible_v10x to dr_neonoir_impossible_v10x
dr_minigames_b2 to dr_minigames_b7
dr_supermario64_v6a to dr_supermario64_v6b


Added the following maps:

dr_madfacility_v7b
dr_simulacrum_v2fix
dr_forgotten_origin_v2b
dr_supermarket_v4b
dr_madness_combat_ne_v3
dr_minecraft_land_v4f
dr_stupidity_v2g
dr_corpsypas_v2b
dr_pq_112
dr_waterworks_b2a
dr_luigis_mansion_v1
dr_tim_allen_v2b
dr_scooby_doo_v5a
dr_division_v2b
dr_champions_destiny_v2b
dr_boomershooter_b8c
dr_chipper_v3
dr_spinner_v1d
dr_fall_guys_v2
dr_junglemines_v7
dr_bazinga_remake_b1b
dr_manor_a4
dr_paradoxal_b10
dr_nighttown_v1_3
dr_outrun_v1c
dr_r60d_redux_fix4b
dr_newgrounds_hq_v7b_fix
dr_la_meltdown_3c
dr_redmesa_v2
dr_hellfire_v2


Removed the following maps:

vsh_dr_coldmetal_rebalance_fix
Title: Re: Map Rotation / Map Suggestions
Post by: Bloodpop on March 21, 2024, 02:48:16 pm
You should add this map: https://gamebanana.com/mods/457000 (https://gamebanana.com/mods/457000)

A whole deathrun course based off the sonic.exe game
Not fucking 100MB
Not an easy map
2 Secrets
16 Traps
And many more