Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Diealready

Pages: [1]
1
Deathrun Hell / Re: Doors on aconian
« on: February 02, 2013, 04:00:00 pm »
I literally just fixed this yesterday?
final2 should have no game-breaking issues

2
Deathrun Hell / Re: Aconian Exploit
« on: November 10, 2012, 02:05:28 pm »
Doesn't matter because when the motivator reaches the end of the map, a kill trigger over the entire map (including that area) is enabled and kills all of red team.

3
Deathrun Hell / Re: Map Rotation / Map Suggestions
« on: October 23, 2012, 10:23:27 pm »
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.

4
Off Topic / Re: Ban
« on: October 22, 2012, 10:23:51 pm »

5
Deathrun Hell / Re: Map glitch: vsh_dr_hotdesert_b5
« on: October 20, 2012, 08:06:44 pm »
That's not a glitch, the mapper put that in there purposely.

6
Deathrun Hell / Re: Bandicoot Glitch?
« on: October 16, 2012, 09:24:08 pm »
That's breaking the func_breakable entities in that position, but the func_brush entities are still there.
You can still make it across, you just can't see the platforms anymore.

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

8
Deathrun Hell / Re: Map Rotation / Map Suggestions
« on: September 29, 2012, 08:47:19 pm »
I'd be happy with just a round timer

9
Deathrun Hell / Re: Glitch/Exploit in map vsh_dr_aztecan_v5 P
« on: September 28, 2012, 01:41:08 am »
I was there when that happened, I have no idea how he did it. There's no entities even in that spot in the vmf, no leaks or anything that would teleport you there. It was most likely a random glitch that happened for no reason, but unless there's people that know how to do it somehow, it's not an exploit.

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

11
General Discussion / Re: Sound suggestions
« on: August 09, 2012, 02:42:39 am »
ITS NOT FUNNY

DON'T TALK



@1:43

12
Deathrun Hell / Re: Proposal: Timer
« on: August 05, 2012, 02:35:53 am »
A timer would actually be very useful on the server, I'm for it.

13
Deathrun Hell / Re: Map Rotation / Map Suggestions
« on: July 23, 2012, 05:11:54 am »
Darkenergy seems to crash the server now, no clue why but it happened twice today.

14
Deathrun Hell / Re: Map Rotation / Map Suggestions
« 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

Sorry for any inconvenience, I need to stop making releases/bugfixes at 4 AM.

Pages: [1]