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Messages - Whitepaw

Pages: 1 [2] 3 4 ... 6
16
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"

18
Submit Ban / Re: MvM Teleporter Greifing
« on: May 15, 2015, 07:14:25 pm »
My b. Was called to do something then forgot when I came back. :D

19
Deathrun Hell / Re: 4 more bugs need fixing
« on: April 27, 2015, 09:46:05 pm »
Hot Desert's spinning traps in general are easily fucked up.

@Voided  Most of the spinning traps can break but the 1 I have is the easiest to break. Take a look at them all if you have time.

20
Deathrun Hell / 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.

21
General Discussion / Re: Admin Applications Reopened!
« on: April 26, 2015, 07:32:52 pm »
Don't feel afraid to apply. You never know what might happen. :)

22
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.

23
Deathrun Hell / Re: Hell was just the start...
« on: April 10, 2015, 05:48:07 am »
If players don't want to vote any, they can voice their opinion by commenting. Even if an answer wins, it doesn't mean Voidy will remove it. It might take more votes than what we can get in the 2 weeks.

24
Deathrun Hell / 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!

25
Deathrun Hell / 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!

26
Deathrun Hell / Re: Area 51 button
« on: April 05, 2015, 10:04:07 pm »
I also have video for Crash Bandicoot. Players are able to shoot the falling nitro trap whilst a player is under to kill them if hale doesn't use (such as a free run).





Edit: It's rather hard to get video of due to being random but on DR forest, if hale doesn't move when players choose "fight", he sometimes wont teleport with them. Delaying the game, unless he moves.

Edit 2: The whole minigame on bank wasn't completely jumper proofed. Players can descend slowly, closer to the bottom.

Edit 3: On Ironworks, occasionally hale can survive on the tractor ending causing the game to delay. Haven't figured out how it is done but having hale freeze upon entering could fix the issue.

Edit 4: On block, if players choose humiliation and hale is the astronaut, he can stall some time by floating down the hole. More of an issue if there is only 1 player left, as he can't shoot hale.

27
Deathrun Hell / Re: dr_cryptnecrodancer_v6
« on: April 05, 2015, 09:01:59 pm »
http://tf2.gamebanana.com/maps/184894
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.

28
Deathrun Hell / Re: Area 51 button
« on: April 05, 2015, 03:07:03 pm »
This one I couldn't figure out how to reproduce. I'm not entirely sure where the player is or what they have to do to actually get teleported like that.


I really should be more thorough. Players can enter a small hole in the middle of the elevator as it goes down. They then teleport into the skybox for a limited time. Getting teleported before the ghost motivator will give them enough time for it to pass.

http://steamcommunity.com/sharedfiles/filedetails/?id=420286480

29
Deathrun Hell / Re: Area 51 button
« on: April 03, 2015, 09:44:23 pm »
here is Area51 video.

Also, these threads have no response. Let me know if they were missed or on to-do list.

http://forums.saxtonhell.com/index.php?topic=1844.0
http://forums.saxtonhell.com/index.php?topic=1843.0
http://forums.saxtonhell.com/index.php?topic=1827.0

30
Deathrun Hell / 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.

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