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Topics - DMG

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Deathrun Hell / Ironworks bugs
« on: May 11, 2014, 07:57:01 pm »
Second trap is well known for breaking, and ruining the round for any player that hasn't crossed over yet. I dunno what makes the bug occur, but I'm guessing it's when more than 1 person crosses at the same time due to obvious platform issues with multiple people.

Third trap is also bugged. If someone stands on the front gate, when it's supposed to rise, it will bug out and permanently rise after the trap is done. It's only supposed to rise and trap players caught, but ruins rounds too for any non-pyros.

http://cloud-4.steampowered.com/ugc/487823914767821338/EC5EBF5C7D9D5A44BBB727F19D662CD6F480ED34/

http://cloud-2.steampowered.com/ugc/487823914767946777/18B5C831F0942CEC35D1CA21958101A876561501/

(Idk how to work steam screenshots well, if this doesn't show well I'll figure something else)

Any plans to fix it? I dunno what you would do to fix the second trap, but the fix for the third trap seems pretty obvious by making the gate kill if you touch the tops.







2
Deathrun Hell / Aconian bug/problem
« on: March 09, 2014, 08:42:49 pm »
At the beginning of Aconian, when Hale picks a color and the door opens for the players to fall through, apparently you can sit around as Hale and not choose/open the door. We were forced to sit in the spawn room, until Motivator came and killed us all.

Awhile ago, I thought Aconian had something already that would pick a random color if Hale was AFK or did not choose. I dunno if this was taken out, if it broke, etc but it was really dumb to have a round where Hale *willingly* did not pick a color and forced us to lose. I know something was put in place for Hale's that didn't pick a door on the train/corridor trap, so it seems shitty there's not a better system at spawn.

So yeah, fix that shit yo



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