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Topics - Whitepaw

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1
General Discussion / Taunts that need to be added
« on: May 04, 2017, 06:24:47 pm »
Hopefully these are the right ID's you need, Voidy.

Carlton - 1168

Fubar Fanfare - 30761

Balloonibouncer - 30763

Badpipes - 30671

Scotsmann's Stagger - 30840

Table Tantrum - 1174

Bucking Bronco - 30618

Disco Fever - 30762

Second Rate Sorcery - 30816

Victory Lap - 1172

Boiling Point - 1175

Digeridrongo - 30839

2
Deathrun Hell #1 & #2 / List of maps that should go.
« on: January 26, 2016, 07:14:52 pm »
vsh_dr_badwater_fix
vsh_dr_basicbrick_final
vsh_dr_cliffsideb4
vsh_dr_coldmetal_final_fix
vsh_dr_corridor_v2
vsh_dr_cube_v2
vsh_dr_darkwoods_b1
vsh_dr_death_slope_stsvfix_1
vsh_dr_dev_v2
vsh_dr_divinity_vfinal
vsh_dr_dust_b3_fixed
vsh_dr_factory_v3b_custom
vsh_dr_forest_b7
vsh_dr_forice_b6
vsh_dr_industrial_v2b
vsh_dr_may_fixed3
vsh_dr_pain_facility
vsh_dr_running_v3
vsh_dr_slay_b5
vsh_dr_smexytraps_v2
vsh_dr_tantrum
vsh_dr_tonnel_v2
vsh_dr_woods_b5
vsh_dr_xtremeway_tank

3
Deathrun Hell #1 & #2 / Sunbaked - skipping 2 traps
« on: September 16, 2015, 08:43:36 pm »
Pyros can flare jump or demos can use a caber to get on to the walls of the laser trap. Skipping it and the floor break trap inside it.

4
Deathrun Hell #1 & #2 / 2 Aufgeben bugs
« on: August 08, 2015, 01:22:13 am »
Part 1: You can snipe the choice boxes to pick an ending. (skipping a few traps)
Part 2: You can caber of floor break and land on the gray rectangle to be safe.


5
Randomizer Hell / Missing textures
« on: June 06, 2015, 01:36:59 pm »
On ctf_vextor_v1 the control point images have missing textures. Also, when a team wins, rather than it saying "blue/red team wins" it says "undefined"

6
Deathrun Hell #1 & #2 / 4 more bugs need fixing
« on: April 27, 2015, 08:03:57 am »
Part 1: Supermario - If a player goes for the third ! block that has a chance of appearing to summon Luigi, they can get behind the Bowser motivator.
Part 2: Cube - If Hale uses the large laser beam trap at the start of a round, it can kill multiple people at the start with it's reach.
Part 3: Goldfever - Every few rounds, the BHOP minigame will break. Not allowing either Red or Blue team to win.
Part 4: Hot_Desert - If one or two players run into the spinning trap after the car, they might get it to break and spin forever.




Edit: Dlux - If a heavy has GRU while playing Skyfall, they will fall down then start floating back up. It also looks like the "bleed damage" from the gloves isn't working properly like on Ironworks.



Edit 2: On dr_space players can stall infinitely in the choosing room at the end.

Edit 3: On gaytower scouts can hit their baseball at the wall that comes out after the two double jumps and stop it completely.

7
Off Topic / Game nights
« on: April 24, 2015, 08:05:33 pm »
I have been hosting game nights with fellow deathrunners. We have played Cards against Humanity Online and Boardgame Online.

Currently looking for other free, non-downloadable, online games that you don't need to register to, that would be fun to play.

8
Deathrun Hell #1 & #2 / Hell was just the start... part 2
« on: April 09, 2015, 10:44:53 pm »
I'm making several polls. So many of the maps only get picked if it's randomly selected as the first option. Players then realize that it is a terrible map and RTV it instantly. I personally would like all of them removed but it's not up to just me. Voice your opinion here!

9
Deathrun Hell #1 & #2 / Hell was just the start...
« on: April 09, 2015, 10:42:38 pm »
I'm making several polls. So many of the maps only get picked if it's randomly selected as the first option. Players then realize that it is a terrible map and RTV it instantly. I personally would like all of them removed but it's not up to just me. Voice your opinion here!

10
Deathrun Hell #1 & #2 / Area 51 button
« on: March 29, 2015, 11:35:04 pm »
Players are able to stand over the button and stall until Gman kills everyone. It needs a kill box just like on forest. Please and thank you.

Edit: The first trap on DR woods may be broken. Hale can use the saw but it does not extend the entire length. Players are able to hug the right and avoid it completely.

11
Deathrun Hell #1 & #2 / DR Wintervalley B.A.S.E Jumper breaks map
« on: March 23, 2015, 08:05:40 pm »
Using a base jumper, I am able to skip most of the traps. There are a several more that are strafeable without, but a jumper makes them easier as well.
I think it needs a nerf.



12
Deathrun Hell #1 & #2 / DR Horrors teleport bug
« on: March 22, 2015, 11:02:22 pm »
Demomen with cabers are able to caber onto the metal tower at the well and fall over onto the other side. They can no longer do anything but wait. But the problem is when another player choose the minigame, it teleports all but those demo so hale has 100% to lose.


13
Submit Ban / DR Castle_Steveh Platform Griefer
« on: March 18, 2015, 07:15:57 pm »
steamname: spencer pootis
 steam3ID: [U:1:109543191]
steamID32: STEAM_0:1:54771595
steamID64: http://steamcommunity.com/profiles/76561198069808919

3/18 8:10PM EST   Deathrun1 Castle_Steveh

Did 3 rounds of Rancho on the platforms




14
General Discussion / I broke Cocainum :D
« on: March 17, 2015, 01:31:34 pm »
Attempted to find the right pattern and got angry middle was right and so I was expecting to die but I didn't. Instead I was safe and everyone thought I was hacking. Not only could I move freely on the green (whatever it is) so could everyone else.


15
Deathrun Hell #1 & #2 / DR Derilict Door Exploit
« on: March 15, 2015, 07:52:09 pm »
I'm assuming it could work for any of the doors but the first door after the lasers near the start, players can taunt and get closed in. Which makes it impossible for anyone to pass until the player stops taunting.

http://steamcommunity.com/sharedfiles/filedetails/?id=408748211

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