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Messages - Quiche Robbery

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1
Deathrun Hell / Re: Map Rotation / Map Suggestions
« on: April 09, 2016, 11:01:08 pm »
Space update: 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 ( 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)

2
Deathrun Hell / Re: Map Rotation / Map Suggestions
« 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

3
Deathrun Hell / Re: Crash Bandicoot v6 might be broken
« on: June 12, 2014, 05:45:06 am »
Hmm, do you mean those three jumping boxes in the castle area? If so, I thought that I fixed that last version to make it easier, and it seems this way on the OPST's server, with more people making it over than in v4. If you could send a demo or some screenshots if possible, that'd be great as I'd be able to see what the problem is and I can then fix it. Thanks for reporting that btw

4
Deathrun Hell / Re: Map Rotation / Map Suggestions
« 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!

5
Deathrun Hell / Re: Map Rotation / Map Suggestions
« 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=


6
Deathrun Hell / Re: Map Rotation / Map Suggestions
« 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




7
Deathrun Hell / Re: Map Rotation / Map Suggestions
« 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

8
Deathrun Hell / Re: Map Rotation / Map Suggestions
« 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/3278924799581992462/934EF7A822E0C90F7739DB844158C044829A60DF/
http://cloud-4.steampowered.com/ugc/3278924799581989941/D0ABA5DAECE0FB74389FD8F63F690782EF14A85F/

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


9
Deathrun Hell / Re: Map Rotation / Map Suggestions
« 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

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

10
Deathrun Hell / Re: Map Rotation / Map Suggestions
« 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.

11
Deathrun Hell / Re: Map Rotation / Map Suggestions
« 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 - fixed version

12
Deathrun Hell / Re: Map Rotation / Map Suggestions
« 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

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

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.

13
Deathrun Hell / Re: Map Rotation / Map Suggestions
« 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

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