Saxton Hell Forums
Server Discussion => Deathrun Hell => Topic started by: Baysick on May 18, 2014, 01:19:25 am
-
Guys please... You play on the server... You play on it often... Why not do something about it? (instead of complaining... Which I get ALOT)
Map name- vsh_dr_ironworks_beta
http://steamcommunity.com/sharedfiles/filedetails/?id=261007230 (http://steamcommunity.com/sharedfiles/filedetails/?id=261007230)
http://steamcommunity.com/sharedfiles/filedetails/?id=261007245 (http://steamcommunity.com/sharedfiles/filedetails/?id=261007245)
Description- collision bug
Yeah the green door at the very end sometimes pushes players down into the ground... Or should I say into the square below the door.
Consideration- Low
Suggestion(s)- Just zone the area right below the door if you can't find a way around this. At the very least you can prevent players from taking up the rest of the round for player who don't know how to kill themselves (in-game of course).
________________________________________________________________________________________________________________________________________________
Map name- vsh_dr_ironworks_beta
http://steamcommunity.com/sharedfiles/filedetails/?id=261007253 (http://steamcommunity.com/sharedfiles/filedetails/?id=261007253)
http://steamcommunity.com/sharedfiles/filedetails/?id=261007269 (http://steamcommunity.com/sharedfiles/filedetails/?id=261007269)
http://steamcommunity.com/sharedfiles/filedetails/?id=261007279 (http://steamcommunity.com/sharedfiles/filedetails/?id=261007279)
Description- player exploit/map bug
This is the third trap in the map. A fair amount of players will attempt to stand on where the gate went down after the Hale has activated the trap... When the trap is over the gate that is under the player will become stuck on one side... Blocking the people on the other side of the map from advancing through the map the entire round.
Consideration- Very high
Suggestion(s)- (none)
________________________________________________________________________________________________________________________________________________
Map name- vsh_dr_ironworks_beta
http://steamcommunity.com/sharedfiles/filedetails/?id=261007291 (http://steamcommunity.com/sharedfiles/filedetails/?id=261007291)
http://steamcommunity.com/sharedfiles/filedetails/?id=261007305 (http://steamcommunity.com/sharedfiles/filedetails/?id=261007305)
I'm not sure if this is intentional or not. The screen shots here are proof that you do not take damage with a G.R.U... I have thrown my Sandvich on the ground. Note the amount of time that passes by and that my Sandvich is regenerating AND the players spectating me are the same people.
________________________________________________________________________________________________________________________________________________
Map name- vsh_dr_ironworks_beta
http://steamcommunity.com/sharedfiles/filedetails/?id=261007324 (http://steamcommunity.com/sharedfiles/filedetails/?id=261007324)
http://steamcommunity.com/sharedfiles/filedetails/?id=261007346 (http://steamcommunity.com/sharedfiles/filedetails/?id=261007346)
http://steamcommunity.com/sharedfiles/filedetails/?id=261007364 (http://steamcommunity.com/sharedfiles/filedetails/?id=261007364)
http://steamcommunity.com/sharedfiles/filedetails/?id=261007387 (http://steamcommunity.com/sharedfiles/filedetails/?id=261007387)
Description- Map bug
It seems to be caused by players although much more unintentional then that of the third trap in the map (take note of the soldier rag doll at the beginning of the third trap of the map in each screenshot for further proof). These here are separate screen shots showing you that the trap is stuck. This prevents players from advancing through the rest of the map for the entire round.
I also understand that this issue was address here (http://forums.saxtonhell.com/index.php?topic=1363.0). I am not entirely sure if the issue is fixed or not. (testing required)
Consideration- Moderate
Suggestion(s)- (none)
________________________________________________________________________________________________________________________________________________
Map name- vsh_dr_dev_v2
http://steamcommunity.com/sharedfiles/filedetails/?id=261007404 (http://steamcommunity.com/sharedfiles/filedetails/?id=261007404)
http://steamcommunity.com/sharedfiles/filedetails/?id=261007429 (http://steamcommunity.com/sharedfiles/filedetails/?id=261007429)
http://steamcommunity.com/sharedfiles/filedetails/?id=261007452 (http://steamcommunity.com/sharedfiles/filedetails/?id=261007452)
Description- DAFUQ (spawn glitch)
Not that it happens very often but it happens. I have taken screenshots of players who have unintentionally spawned inside of the area Hale is in. I just thought I should raise awareness that this happens.
Consideration- none
-
I'm pretty sure the ironworks stuff is being worked on by 1111122oo and moronmaster. The dev thing is actually something that the hale controls. As to how it's done, I'll leave that a secret.
-
I'm pretty sure the ironworks stuff is being worked on by 1111122oo and moronmaster. The dev thing is actually something that the hale controls. As to how it's done, I'll leave that a secret.
I don't work on dr_ironworks.
As he said, the so called "spawn bug" Is just an easter egg on delay.
-
I don't work on dr_ironworks.
As he said, the so called "spawn bug" Is just an easter egg on delay.
I could have sworn moronmaster said you had something to do with ironworks...
-
I though 111112oo just finds and imports maps for Saxton Hell :l
Anyways I understand moronmaster is the author of vsh_dr_ironworks_beta...
Hopefully he catches this bug report and that it helps him in fixing the issues.
-
A lot of the above should be fixed with the new version of the map that I've just uploaded. Let me know what issues still exist and I can pass them along to Moronmaster.
-
Got a few more things that might need fixing on Ironworks.
http://steamcommunity.com/sharedfiles/filedetails/?id=262518557 (http://steamcommunity.com/sharedfiles/filedetails/?id=262518557)
When this trap opens, it's possible for runners to get behind on either side. I'd suggest placing a killzone in the area behind the trap.
http://steamcommunity.com/sharedfiles/filedetails/?id=262518612 (http://steamcommunity.com/sharedfiles/filedetails/?id=262518612)
http://steamcommunity.com/sharedfiles/filedetails/?id=262518591 (http://steamcommunity.com/sharedfiles/filedetails/?id=262518591)
Not sure if we want to do anything about this one. Caber demos can get up on this ledge, if they jump right they can get over the barricade and into the elevator room early. The elevator doesn't come down until the boss is beaten, so they are just wasting time there.
One more thing... The elevator should probably have a killzone attached to the bottom, no collisions attached to the top, and kill anyone who tries to stand in the doorway while the elevator is going up. I've seen people use all three of these to prevent others from getting to the end buttons.
-
I'm one of those Demos. I admit to exploiting it.
-
Yo guys. Thought I'd clear up some confusion regarding my deathrun map, dr_ironworks.
* 111112oo is not developing or co-developing this map. I am the sole author.
* The broken third trap has been addressed in a later revision, which is currently running on the OPST servers. I will send this version to VoiDeD once I get a hold of him.
* Development has more or less stopped as a result of a lack of time, motivation and respect for certain individuals involved in the project. If you want me to actually dig down and fix every single bug, glitch and error in this map I'm going to need to hear some sweet nothings from someone.
* I've started development on a new map, pl_outskirts, which is taking up most of my mapping agenda.
I don't post or come here regularly, which is why I have not responded sooner. I am not an active member in the Saxton Hell community, nor do I (at the moment) intend to become one. I just want to enlighten some players as to why my very first deathrun map and greater mapping project is not fully flawless.
If there is further confusion, or you feel the need to contact me directly, add me on Steam and we'll take the discussion there. Just be sure to post on my profile page first, or else I might filter you out by mistake. Thanks.
-
Yo guys. Thought I'd clear up some confusion regarding my deathrun map, dr_ironworks.
* 111112oo is not developing or co-developing this map. I am the sole author.
* The broken third trap has been addressed in a later revision, which is currently running on the OPST servers. I will send this version to VoiDeD once I get a hold of him.
* Development has more or less stopped as a result of a lack of time, motivation and respect for certain individuals involved in the project. If you want me to actually dig down and fix every single bug, glitch and error in this map I'm going to need to hear some sweet nothings from someone.
* I've started development on a new map, pl_outskirts, which is taking up most of my mapping agenda.
I don't post or come here regularly, which is why I have not responded sooner. I am not an active member in the Saxton Hell community, nor do I (at the moment) intend to become one. I just want to enlighten some players as to why my very first deathrun map and greater mapping project is not fully flawless.
If there is further confusion, or you feel the need to contact me directly, add me on Steam and we'll take the discussion there. Just be sure to post on my profile page first, or else I might filter you out by mistake. Thanks.
update