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Messages - BLAKUboy

Pages: 1 [2] 3 4 ... 18
16
Deathrun Hell / Re: DR Wintervalley B.A.S.E Jumper breaks map
« on: April 10, 2015, 11:02:37 am »
and being able to skip the skeleton house trap.
wat

17
Submit Ban / Re: DR Castle_Steveh Platform Griefer
« on: March 19, 2015, 09:16:19 am »
Not to mention most classes can skip the second platform anyway.

18
Off Topic / Re: Steam failed Holiday auction
« on: December 12, 2014, 08:34:02 pm »
eh whatever
if it gets rid of all these dupes flooding my backpack that nobody will buy i'm happy
People are buying 'em like crazy now.

19
Deathrun Hell / Re: Map Rotation / Map Suggestions
« 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.

20
Deathrun Hell / Re: Map Rotation / Map Suggestions
« on: December 02, 2014, 02:47:34 pm »
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.

21
Deathrun Hell / Re: Map Rotation / Map Suggestions
« on: November 25, 2014, 02:19:25 pm »
Player collision stops the lowering platform on Sawmill.

22
Deathrun Hell / Re: Map Rotation / Map Suggestions
« on: November 21, 2014, 10:21:46 am »
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.

23
Deathrun Hell / Re: Map Rotation / Map Suggestions
« 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

24
Saxton Hell / Re: Can't see vagineer or ghosts
« on: October 16, 2014, 04:08:34 pm »
Valve: Completely killing TF2 one asinine update at a time.

25
General Discussion / Re: VSH - High Quality Boss Music Pack
« on: July 02, 2014, 06:21:53 pm »
I have the music turned off. >_>

26
[harddrive]\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials\temp

27
Deathrun Hell / Re: Platform trolling
« on: May 14, 2014, 09:18:15 pm »
Safety doesn't really need a no-push zone.

28
Deathrun Hell / Re: Map bugs: Pool Party
« on: March 28, 2014, 10:14:45 pm »
Voidy fixed RED's getting over to Hale's side last I checked. He may not have thought to make the killzone apply to both teams.

29
Deathrun Hell / Re: Map Rotation / Map Suggestions
« on: March 18, 2014, 05:39:05 pm »
Breaking floors don't always kill. Every trap that Hale activates should at least do something.

30
Deathrun Hell / Re: Map Rotation / Map Suggestions
« on: March 18, 2014, 08:56:13 am »
I dislike how the first trap is a bridge now though.

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