Saxton Hell Forums
Server Discussion => Deathrun Hell => Topic started by: VoiDeD on June 16, 2012, 02:45:03 am
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This thread will be used to keep track of the maps added and removed from the DR rotation.
Feel free to discuss any map suggestions in this thread!
Here's our current map rotation:
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I've added vsh_dr_badwater and vsh_dr_horrors_prefinal to the rotation.
One caveat with horrors is that I've had to disable ghost mode for this map because ghosts can activate some traps on it. Hopefully in a future version of the map we can enable it again!
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JayJay has kindly recompiled vsh_dr_badwater and fixed it up with more spawn points so that players don't spawn inside hale, so we've updated to the fixed version.
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Hey guys, its your favorite teal dragon, I went browsing for some new DR maps to play on, and I have come across a couple that look interesting:
www.tfmaps.com/environment.php?env=18&maps=tf2
http://www.viaclan.com/forums/showthread.php?t=16050
This map is still in progress, but I hope it turns out well: http://www.viaclan.com/forums/showthread.php?t=16055
http://www.viaclan.com/forums/showthread.php?t=16010
Thats all that I could find that I don't think anyone else has suggested, anyways thanks for looking ^.=.^
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Thanks for the suggestions.
Your first link goes to a category and not a specific map so I'm not sure what that's about.
As for the others, I've grabbed the fixed version of death slope and I'll be testing it out soon. As for dr_tonnel, the link requires a password so I'm unable to download it.
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Whoops, the first link was supposed to be this: http://gamebanana.com/tf2/maps/166110 (http://gamebanana.com/tf2/maps/166110)
I did not know that the tonnel map was password protected, I shall go see if I can find one that isn't protected, and I have found another map, which is here: http://gamebanana.com/tf2/maps/159127 (http://gamebanana.com/tf2/maps/159127)
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Block has some very bad issues with the map music. The music will continue playing through rounds and loop over each other.
As for nobbly, we tested out a while ago and determined it wasn't very good.
A lot of these maps are "my first deathrun map" or "my first map" and they're really poorly made.
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Also, we play tested death-slope, and it's got some issues where some traps get stuck closed and people can't move forward so we can't add it.
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Went on another server, and these maps popped up, they were really cool, and when me and few other regulars played them we thought they would be nice editions to our server, and they played through rather smoothly, so here they are:
http://dl.dropbox.com/u/90937436/Deathrun%20Maps.rar (http://dl.dropbox.com/u/90937436/Deathrun%20Maps.rar)
And they had the most up to date block version, and the sound files did not loop and play over each other
Darkenergy has 2 exploits that I discovered, the first being you can walk around one of the traps via the ledge to the left side, the second being that the electricity trap doesn't kill you if you are crouching in the center of it (didn't kill me at least)
Wooden played through smooth and easy, only issue that may be problematic is that the door to the wind tunnel trap on the conveyor belt sometimes doesn't close properly, but the players can still move out of it.
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As far as I remember, darkenergy has either fans or teleporters that players can get stuck in.
As for wooden, it's an okay map that we play tested for a while before, but it's incredibly short and easy for players to win. I'd be okay with adding it to the rotation since it doesn't have any huge issues.
As for block,
Block has some very bad issues with the map music. The music will continue playing through rounds and loop over each other.
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Me and a couple other players played on block for the entire time rotation, it did not have any sound bugs or bugs of any kind, the only thing I didn't like about was that the minigame at the end is time consuming, but that can be fixed.
Also this is the current version of darkenergy, you cant get stuck on the fans and teleporters, I tried doing that when I went through it, the only exploit I discovered was a fault in the two traps, as mentioned above.
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Alright, I'll give these maps a shot then.
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Added the following maps to rotation:
vsh_dr_block_v4
vsh_dr_darkenergy_v3
vsh_dr_wooden_v3
Ghosts are disabled on darkenergy because of breakable glass.
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Added vsh_dr_cube_v2 to the rotation.
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Added the following maps to rotation:
vsh_dr_asylum_a3
vsh_dr_area_51_a2
vsh_dr_aconian_b2
vsh_dr_tonnel_v2
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Updated vsh_dr_aconinan to (probably) final version.
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Removed vsh_dr_darkenergy_v3 from rotation for now. Gonna see if I can fix some exploits up with our zones plugin.
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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 (http://gamebanana.com/tf2/maps/167382)
Sorry for any inconvenience, I need to stop making releases/bugfixes at 4 AM.
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Updated vsh_dr_aconinan to the actual final version.
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Added darkenergy to rotation again. Most map bugs should be fixed.
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Darkenergy seems to crash the server now, no clue why but it happened twice today.
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Found this looked cool
http://gamebanana.com/tf2/maps/159127 (http://gamebanana.com/tf2/maps/159127)
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Found this looked cool
[url]http://gamebanana.com/tf2/maps/159127[/url] ([url]http://gamebanana.com/tf2/maps/159127[/url])
tested before, its not.
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Removed vsh_dr_darkenergy_v3 from rotation due to server crashes.
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Added vsh_dr_castle_v2 to the rotation.
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Added vsh_dr_hotdesert_b5 and vsh_dr_xtremeway_b1 to the rotation.
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Added vsh_dr_forice_b6, vsh_dr_mario_b2, and vsh_dr_trollrun_final to the rotation.
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Added vsh_dr_basicbrick_b7 to the rotation.
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Updated vsh_dr_area_51_a2 to vsh_dr_area_51_b1.
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about the mario map consider removing it or removing the fireballs on the first trap it kills 90% of the people
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about the mario map consider removing it or removing the fireballs on the first trap it kills 90% of the people
Bad idea, people just don't seem to be patient and try to jump 2 at time, which result in a fail. Or don't time themselves. In either case, its the players fault, not the map.
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about the mario map consider removing it or removing the fireballs on the first trap it kills 90% of the people
There's nothing wrong with the first trap, it's not difficult to get past. The problem is that no one knows how to platform at all. With that said, I don't plan on removing it because some players like the difficulty.
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Added vsh_dr_minecraft_b3 to the rotation.
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Added vsh_dr_death-slope_v1_fix_s to the rotation.
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Added vsh_dr_inca_v3 to the rotation.
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on the Castle map Hale can activate the second trap the one with spikes infinte amount of times
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on the Castle map Hale can activate the second trap the one with spikes infinte amount of times
Fixed!
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Updated vsh_dr_wooden_v3 to vsh_dr_wooden_v3_ig. This version removes the glass so runners can't see hale.
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demoman exploit on minecraft where they can use the Ullapool Caber to "jump" to the left side of the map on a ledge and skip most of the first traps
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demoman exploit on minecraft where they can use the Ullapool Caber to "jump" to the left side of the map on a ledge and skip most of the first traps
What do you mean by most? Are they bypassing more than one trap? The caber is generally okay since it's one time use, but if people are getting past more than the first trap then that's troubling.
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yeah they can get past more than one trap and they can go behine a invisable wall and waste time there
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On the mario map scouts can use bonk on the explosive barrels and jump on them to make some explode and clear a path for other players therefore makeing the trap almost useless.
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Added vsh_dr_atomic_warfare_tf2 to the rotation.
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Updated the following maps:
vsh_dr_asylum_a3 -> vsh_dr_asylum_final
vsh_dr_mario_b2 -> vsh_dr_mario_b3
vsh_dr_basicbrick_b7 -> vsh_dr_basicbrick_prefinal2a
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Was there a cap point on dr_cube v2? Because people is capping every round and makes the map unplayable
Here is a pic
http://steamcommunity.com/sharedfiles/filedetails/?id=96449798 (http://steamcommunity.com/sharedfiles/filedetails/?id=96449798)
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Was there a cap point on dr_cube v2? Because people is capping every round and makes the map unplayable
Here is a pic
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=96449798[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=96449798[/url])
Friggin easter eggs. Do you know how people are getting there?
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Right after spawn, you just have to jump into the corner on the right side. It will teleport you into cap point
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Double posting with a picture
http://steamcommunity.com/sharedfiles/filedetails/?id=96850611 (http://steamcommunity.com/sharedfiles/filedetails/?id=96850611)
That corner teleports you to cap point
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Thanks, I've fixed that now.
Also added vsh_dr_smexytraps_v2 to the rotation.
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Diealready has been kind enough to convert another map!
Added vsh_dr_aztecan_tf2 to the rotation.
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Aztecan needs some fixin'
As demo you can skip a lot of traps, there is a small path there, look
http://cloud-2.steampowered.com/ugc/937003993045526360/0C17415255126DD3C13FE483B691F88B20D5AF14/ (http://cloud-2.steampowered.com/ugc/937003993045526360/0C17415255126DD3C13FE483B691F88B20D5AF14/)
http://cloud.steampowered.com/ugc/937003993045527246/32E2069A1527C583D3342A2428797F46E149FD23/ (http://cloud.steampowered.com/ugc/937003993045527246/32E2069A1527C583D3342A2428797F46E149FD23/)
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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.
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Aztecan needs some fixin'
As demo you can skip a lot of traps, there is a small path there, look
[url]http://cloud-2.steampowered.com/ugc/937003993045526360/0C17415255126DD3C13FE483B691F88B20D5AF14/[/url] ([url]http://cloud-2.steampowered.com/ugc/937003993045526360/0C17415255126DD3C13FE483B691F88B20D5AF14/[/url])
[url]http://cloud.steampowered.com/ugc/937003993045527246/32E2069A1527C583D3342A2428797F46E149FD23/[/url] ([url]http://cloud.steampowered.com/ugc/937003993045527246/32E2069A1527C583D3342A2428797F46E149FD23/[/url])
god i hope that guy wasn't being serious about skrillex inventing dubstep
and yeah caber is not really fair to begin with imo
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Bah. You guys. :(
The caber is balanced in the way of being one time use, similar to the scout's bonk and spy's deadringer. All these weapons are designed to give you the ability to get through hopefully just one trap.
I'll end up placing some zones on the map as I don't really want to remove the caber.
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Bah. You guys. :(
The caber is balanced in the way of being one time use, similar to the scout's bonk and spy's deadringer. All these weapons are designed to give you the ability to get through hopefully just one trap.
I'll end up placing some zones on the map as I don't really want to remove the caber.
ur balanced >:(
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Diealready has recompiled the map to fix the ledges, so that should be fixed now!
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Updated vsh_dr_horrors_prefinal to vsh_dr_horrors, and vsh_dr_mario_b3 to vsh_dr_mario_b4.
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While I was surfing the web for a map, I found this:
http://www.gamebanana.com/maps/159127 (http://www.gamebanana.com/maps/159127)
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Nobbly traps is really awful, we've tested it out long ago.
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Added vsh_dr_darkwoods_b1 to the rotation.
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on darkwoods heavies can taunt kill hale
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on darkwoods heavies can taunt kill hale
That should be fixed now. Thanks!
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Added vsh_dr_mario_b3 into the rotation alongside b4. b3 is the version that has the fireballs.
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THANK YOU
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Added vsh_dr_mario_b3 into the rotation alongside b4. b3 is the version that has the fireballs.
Ok, good. I didn't get anywhere with the map creator anyway, tried talking to him and he said that he refused to put the fireballs back in simply because he had too many complaints about it.
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Added another map kindly converted by Diealready: vsh_dr_missing. Updated vsh_dr_inca_v3 to vsh_dr_inca_v8.
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Hey you guys ever though of adding a motivator like CUPCAKE or ding ding on trollrun rounds can take up to 10min so a motivator would be nice
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Making a motivator plugin has been on my todo list for a while. I haven't had the time to sit down and actually write it though.
The idea is that a "laser wall" will follow the path of the map and anyone getting near/behind it will get killed.
Someday soon I hope. I may get started on this this weekend.
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I'd be happy with just a round timer
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I think it was a bad idea to leave 2 dr_marios, its like every hour we play either one of those :(
I would prefer to leave the one with the fireballs though
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I'd be happy with just a round timer
Alright well I've implemented the round timer for now. I've set the time limit to 7 minutes for most maps, and I plan to tweak it per-map based on how easy/difficult they are.
Hopefully next weekend I'll make it a true motivator plugin, and not just a timer.
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If you do a motivator the easiest ones to do would be Painias cupcake, Freddy, Waffle bro (with out music), something unique to the DR server, keep the timer,or just a generic laser wall
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This is why mariob4 should be removed
http://steamcommunity.com/sharedfiles/filedetails/?id=100428946 (http://steamcommunity.com/sharedfiles/filedetails/?id=100428946)
Holding the round etc etc, the fireball would have killed him already, people raging for waiting 4 minutes or more
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This is why mariob4 should be removed
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=100428946[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=100428946[/url])
Holding the round etc etc, the fireball would have killed him already, people raging for waiting 4 minutes or more
Removing the map wouldn't make a difference. People can just idle somewhere else away from the fireballs.
The point of the timer is to prevent this sort of thing happening for an entire map, and it does it's job.
It can still be tweaked to decrease the time allowed on certain maps to reduce how much people have to wait when things such as this happen.
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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.
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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.
That's something I've considered. It'll require more per-map work, but I agree it would be better than just a whole-map timer.
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That's something I've considered. It'll require more per-map work, but I agree it would be better than just a whole-map timer.
Actually... No it wouldn't...
Think about how a regular control point map works. Just set a few control points in the map, and add time when a point is capped. Make sure that the round does not end until every point is capped or the end of the map is reached.
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Actually... No it wouldn't...
Think about how a regular control point map works. Just set a few control points in the map, and add time when a point is capped. Make sure that the round does not end until every point is capped or the end of the map is reached.
I don't feel like it would be any different than the current timer, if anything it would encourage people to proceed through more of the map.
Instead of 7 minutes, the map could be split into two 3 minute section, and one 1 minute section (as an example). It would encourage people to go through all the traps in a timely manner instead of just sitting at the beginning of the map and waiting until the last bit of time to go through everything.
Honestly, I had a more compelling argument for why I thought this method would be better than just a straight up timer, but it's not coming to me at the moment.
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Added vsh_dr_bandicoot_egypt_tf2_v6 to the rotation.
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Added vsh_dr_dev_v2 and vsh_dr_sunbaked_d to the rotation.
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Added vsh_dr_industrial_v1c to the rotation.
Honestly, I had a more compelling argument for why I thought this method would be better than just a straight up timer, but it's not coming to me at the moment.
I rediscovered my compelling argument: forcing people to go through the map instead of sitting at the beginning forces players to go through traps which they can die to, thus moving to the next round.
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Updated vsh_dr_basicbrick_prefinal2a to vsh_dr_basickbrick_final.
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http://www.mediafire.com/download.php?0ii61o5tjd1z64p (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.
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Fixed, thanks.
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Updated vsh_dr_industrial_v1c to vsh_dr_industrial_v2b.
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Added vsh_dr_time_travel_b1 and vsh_dr_cocainum_b4 to the rotation.
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Added vsh_dr_pyroland_v1 to the rotation.
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Updated vsh_dr_cocainum_b4 to vsh_dr_cocainum_v2_1_xmas.
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Updated vsh_dr_time_travel_b1 to vsh_dr_timetravel_fix.
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Added vsh_dr_wintermill_beta to the rotation.
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Updated vsh_dr_winterhill_beta to vsh_dr_winterhill_beta2.
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Updated vsh_dr_aconian_final to vsh_dr_aconian_final2.
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Added the following maps to rotation: vsh_dr_minecaves_final, vsh_dr_cliffsideb4, and vsh_dr_woods_b5.
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cliffside:
somequite a bit of classes cannot pass this gap (http://puu.sh/29qzG). either that or i am a shitty jumper.
i can understand that you can change classes to overcome that but quite a bit of the server doesn't have the processing power to realize that
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i hate that gab
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cliffside: somequite a bit of classes cannot pass this gap ([url]http://puu.sh/29qzG[/url]). either that or i am a shitty jumper.
i can understand that you can change classes to overcome that but quite a bit of the server doesn't have the processing power to realize that
I'm able to make that jump as a heavy, which I believe is the slowest class in DR.
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heavy with GRu is simple :P
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heavy with GRu is simple :P
Is there a reason to not be using the GRU as a heavy?
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I'm able to make that jump as a heavy, which I believe is the slowest class in DR.
im gonna assume you used the gru, which i think gives heavy 127ish% movespeed on these servers (assuming they give 50% movespeed still) + small extra jump height. that is literally faster than everything else.
E:Okay maybe they only make heavy run at medic speed, but that means he's faster than the majority of classes.
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Added vsh_dr_hereafter_b2 to the rotation.
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Added vsh_dr_hereafter_b2 to the rotation.
could you make the water at the end kill hale a bit faster? im playing the map right now and i swear i thought the map was bugged because we just sat there for so long while hale was drowning
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could you make the water at the end kill hale a bit faster? im playing the map right now and i swear i thought the map was bugged because we just sat there for so long while hale was drowning
Maybe code it so it does 2k health per second?
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preferably, yes
kinda like on horrors
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could you make the water at the end kill hale a bit faster? im playing the map right now and i swear i thought the map was bugged because we just sat there for so long while hale was drowning
Done!
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Updated the following maps:
vsh_dr_xtremeway_b1 to vsh_dr_xtremeway_tank
vsh_dr_minecraft_b3 to vsh_dr_minecraft_b10
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Factory has been updated.
Just thought someone should know
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http://tf2.gamebanana.com/maps/168936 (http://tf2.gamebanana.com/maps/168936)
http://www.mediafire.com/?pxg2ba3t81uxjiw (http://www.mediafire.com/?pxg2ba3t81uxjiw) (map known as dr_poker)
http://tf2.gamebanana.com/maps/172420 (http://tf2.gamebanana.com/maps/172420)
http://tf2.gamebanana.com/maps/172341 (http://tf2.gamebanana.com/maps/172341)
http://tf2.gamebanana.com/maps/172985 (http://tf2.gamebanana.com/maps/172985)
These are all maps I found while scrounging around, I have no idea if they are good or not.
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[url]http://tf2.gamebanana.com/maps/168936[/url] ([url]http://tf2.gamebanana.com/maps/168936[/url])
[url]http://www.mediafire.com/?pxg2ba3t81uxjiw[/url] ([url]http://www.mediafire.com/?pxg2ba3t81uxjiw[/url]) (map known as dr_poker)
[url]http://tf2.gamebanana.com/maps/172420[/url] ([url]http://tf2.gamebanana.com/maps/172420[/url])
[url]http://tf2.gamebanana.com/maps/172341[/url] ([url]http://tf2.gamebanana.com/maps/172341[/url])
[url]http://tf2.gamebanana.com/maps/172985[/url] ([url]http://tf2.gamebanana.com/maps/172985[/url])
These are all maps I found while scrounging around, I have no idea if they are good or not.
If you want, I can noclip around the maps, see what their traps are, and then make a suggestion from it.
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If you want, I can noclip around the maps, see what their traps are, and then make a suggestion from it.
Sure, why not, I haven't bothered to look at them, I just grabbed ones that looked complete and weren't in a beta format.
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Sure, why not, I haven't bothered to look at them, I just grabbed ones that looked complete and weren't in a beta format.
Alright, here it goes.
1. Bell's a bit too dark imo. Also, getting around as Hale is a bit confusing so it's not my best choice.
2. Poker is...weird with spawns. I couldn't find where BLU or RED spawned since it stuck me on the floor, and BLU was killing RED so it's not the best idea.
3. Minecat is pretty decent. The only problem I find with it is that some traps are able to be reused, it's the same layout as blackcatreg, and it has no idle killer.
4. (See #3 except the opposite way around)
5. Scaryforest has good intentions imo. The only problem I've found with it is that some traps can be reused and that it doesn't have an idle killer. Other than that, I give it my stamp of approval (Btw, love the easter egg).
Well, that's my review.
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I believe voided can add an idle killer to the maps without one, and it would be fun to play on a dark map, remember tonnel and forice are pretty dim maps, good to know that some of the maps I grabbed aren't complete shit.
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[url]http://tf2.gamebanana.com/maps/168936[/url] ([url]http://tf2.gamebanana.com/maps/168936[/url])
[url]http://www.mediafire.com/?pxg2ba3t81uxjiw[/url] ([url]http://www.mediafire.com/?pxg2ba3t81uxjiw[/url]) (map known as dr_poker)
[url]http://tf2.gamebanana.com/maps/172420[/url] ([url]http://tf2.gamebanana.com/maps/172420[/url])
[url]http://tf2.gamebanana.com/maps/172341[/url] ([url]http://tf2.gamebanana.com/maps/172341[/url])
[url]http://tf2.gamebanana.com/maps/172985[/url] ([url]http://tf2.gamebanana.com/maps/172985[/url])
These are all maps I found while scrounging around, I have no idea if they are good or not.
1. I looked at bell before, and decided against it due to missing textures and an issue with a stuck door.
2. Poker is an obfuscated map that won't work outside of skial.
3, 4, 5. Wacker's maps are all really shitty, with traps that don't work and other general issues that would be a pain to fix (the elevator on minecat).
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1. I looked at bell before, and decided against it due to missing textures and an issue with a stuck door.
2. Poker is an obfuscated map that won't work outside of skial.
3, 4, 5. Wacker's maps are all really shitty, with traps that don't work and other general issues that would be a pain to fix (the elevator on minecat).
What about #5? The only problems I found were some reusable traps and no spawnkiller.
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I am just going to argue the point that we still play on maps that have broken traps such as mario, winterhill, and even area 51.
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At least those maps don't look like my_first_map.bsp :/
And on top of that, those are maps where the traps are worth fixing; if someone would point out which traps, of course.
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Correct me if I am wrong, but didnt Diealready help with some of his maps?
Anyways, on mario the pusher plants dont always push you completely off, and you can stand safely behind them without them squishing you. The two cloud traps can be broken by shooting them and they dont kill you if they fall on you regardless, the block trap in the lava area also doesnt kill you if it lands on you.
On area 51 the black hole trap in the middle room sometimes doesnt shut off, and other times it wont even activate, also the explosion trap at the end doesnt always kill.
Winterhills spike falling trap doesnt always kill you, same with the flying ambulance.
Also on the topic of fixing maps, why dont we fix darkenergy?
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Correct me if I am wrong, but didnt Diealready help with some of his maps?
Diealready isn't a fan of the maps either.
Also on the topic of fixing maps, why dont we fix darkenergy?
The issue with it was a persistent server crash. As with most map crashes, finding the root cause is very difficult if not impossible.
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Correct me if I am wrong, but didnt Diealready help with some of his maps?
Yes. On the Blackcatreg map, it says in spawn "With help from da-xm".
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Wasn't the server crash caused by the addition of the kill wall surrounding the trap in low gravity? Is there not a way to add boundaries like on block so that instead of a kill wall players just cant walk through it and are forced into the trap? I asked Diealready to fix the traps on darkenergy, but I dont think he has attempted to as of yet.
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Wasn't the server crash caused by the addition of the kill wall surrounding the trap in low gravity? Is there not a way to add boundaries like on block so that instead of a kill wall players just cant walk through it and are forced into the trap? I asked Diealready to fix the traps on darkenergy, but I dont think he has attempted to as of yet.
The only way to create physical barriers is through modifying maps, which is something I generally don't do.
Diealready mentioned that he'd fix darkenergy at some point, but like you said he hasn't done anything yet.
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Winterhills spike falling trap doesnt always kill you
last i checked there's holes in the roof where you can hide under safely. my guess is that was probably intentional
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I have been hit by the spikes on winterhill directly, it just pushed me aside. There are other traps on other maps that have that same effect, an explosion trap won't kill heavies since they have so much HP. It just becomes a question of fairness then, is it fair that there is a chance I can live through spikes falling on me, is it fair that I can be a heavy and live through an explosion?
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Added vsh_dr_may_fixed3 to the rotation.
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I have been hit by the spikes on winterhill directly, it just pushed me aside. There are other traps on other maps that have that same effect, an explosion trap won't kill heavies since they have so much HP. It just becomes a question of fairness then, is it fair that there is a chance I can live through spikes falling on me, is it fair that I can be a heavy and live through an explosion?
a heavy is a meat shield mainly and he has hax
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Added vsh_dr_hell_b6 to the rotation.
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Hello all, I have found 2 new maps.
A NEW MARIO MAP
A NEW MAP CALLED CONFUSION
I was wondering how (is it even possible) 2 bring these 2 new maps in2 saxton hell.
Sorry bout all the 2's 8)
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Hello all, I have found 2 new maps.
A NEW MARIO MAP
A NEW MAP CALLED CONFUSION
I was wondering how (is it even possible) 2 bring these 2 new maps in2 saxton hell.
Sorry bout all the 2's 8)
Brand, you need to go under your tf2 folder where all the files are kept, find the maps and add them to something like dropbox or another filesharing thing, so that the admins can download them and look at them.
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Neither of those maps are usable outside hmx.
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http://tf2.gamebanana.com/maps/173529 (http://tf2.gamebanana.com/maps/173529)
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Looking at mvm maps found some deathrun maps in the process.
http://tf2.gamebanana.com/maps/172420 (http://tf2.gamebanana.com/maps/172420)
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That map has been suggested before. It has some very exploitable features and isn't made very well.
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which one the one i suggest or gordons
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which one the one i suggest or gordons
Gordon's.
As for yours, that one has like 5 traps.
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ok
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Looks like our database backup still had pyroland in rotation. I've removed it now.
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Added vsh_dr_minecraftworld_b3 to the rotation.
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Voidy, may I have a download of Vegas_b4 just to see if i can break the proctection as Adventure_v5-6's protection was broke (same map maker) when the sdk comes back.
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I recall adventure's protection was laughably basic, so I imagine vegas's is exactly the same if it's the same map maker. As for a download, I don't really have one offhand so you'll need to get by with searching.
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I recall adventure's protection was laughably basic, so I imagine vegas's is exactly the same if it's the same map maker. As for a download, I don't really have one offhand so you'll need to get by with searching.
why not copy map and put on media fire
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As seeing you broke Minecraftworld's protection, you will probably be able to break Vegas, clientside.
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If we were interested in running that map, which we're not due to it's massive file size.
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That's common with Gentlespy... As soon as I get that file from the server I'm banned from, I'll see how it deals with decompiling.
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http://tf2.gamebanana.com/maps/174664 - V3 fixed of Sunbaked. Apparently, the "bookcase" trap was causing crashing, so the map maker removed it. You might need to fix the map name though (removing the ()'s on (fixed) and the space in between).
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Added the following maps to the rotation:
vsh_dr_prison_escape_v3
vsh_dr_void_vfinal
vsh_dr_divinity_vfinal
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vsh_dr_void_vfinal
PLEASE REMOVE THIS MAP
I BEG OF YOU
THERE IS NOTHING GOOD ABOUT IT
e: actually, can I see where you got the map from? Preferably like a thread or something so I can see the author's notes on this.
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Divinity seems to have several places where runners are blocked permanently. Not sure if it's glitches or if the map is actually built that way.
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Seems to be the last 2 traps, specifically. Second to last trap has a killzone over it making it impossible to pass until it's been activated. The last trap is weird as it's supposed to build a staircase or something to climb over the wall, but it seems that it can glitch out and not do that also making it impossible to pass.
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I foresee major problems with pushing on Void.
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Seems to be the last 2 traps, specifically. Second to last trap has a killzone over it making it impossible to pass until it's been activated. The last trap is weird as it's supposed to build a staircase or something to climb over the wall, but it seems that it can glitch out and not do that also making it impossible to pass.
Will definitely be looking into these issues and fixing them where needed.
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I've fixed the described issues with those traps now.
PLEASE REMOVE THIS MAP
I BEG OF YOU
THERE IS NOTHING GOOD ABOUT IT
Could you elaborate?
e: actually, can I see where you got the map from? Preferably like a thread or something so I can see the author's notes on this.
http://tf2.gamebanana.com/maps/174834
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Could you elaborate?
No effort was put into the map.
It's a straight line with default textures and a solid (default?) background.
The traps are extremely basic and there are so few that it's impossible for a hale to win unless if everyone went into each trap at once which doesn't really happen lol
The minigame takes WAY too long to actually get over with. That isn't an opinion, it really is super long.
and it's not timetravel ;)
[url]http://tf2.gamebanana.com/maps/174834[/url]
ty
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Yeah, Void's minigame is possibly longer than Sawmill's. It's also near impossible to win as the walls close in incredibly quickly by the fourth wave.
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Is it possible to turn attacking off on Divinity's minigame?
EDIT: Apparently it's supposed to but doesn't always work? What is the deal there?
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It should always work. Are there cases where it isn't?
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Yes there are. It seems about 50/50.
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Alright well I've tweaked it a little so it should always work now.
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Nope, attacking still works.
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Goddamnit. Truthfully I'm at a loss for what's causing this, as we're using the same exact logic on a few other maps and it works perfectly. I've tweaked it a little more, but if it keeps happening I'm not entirely sure what to do.
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It might be fixed now. Three times in a row attacking was disabled. Had to get off before testing further, I'll try to play it again tomorrow or something to verify.
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This map:
vsh_dr_void_vfinal
Worst map ever. Its just a black skybox, with traps that even a simple scripter can do.
It looks horrible, nobody likes it.
Its short
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Yeah, minigame on Divinity definitely seems to be fixed now.
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Yeah, minigame on Divinity definitely seems to be fixed now.
Good to hear, cause I had ran out of ideas for fixing it. :s
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http://tf2.gamebanana.com/maps/175000
prision time
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[url]http://tf2.gamebanana.com/maps/175000[/url]
prision time
We already have that map in rotation, albeit an older version.
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So I'm assuming that somehow in fixing the minigame on Divinity we may have broken the one on Horrors. Hale punched me.
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Either that or there's always been an issue. Doesn't happen every time it seems.
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Vaaaaaaaalve.
I'll apply the minigame patch on that map as well, then. Are there any other maps that include similar minigames?
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Not that I can think of, but I've probably only really played half of the maps.
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Out of curiosity Voidy, what is your opinion on spots like this? http://steamcommunity.com/id/BLAKU/screenshot/902128274206214877
It's literally just there so the runners can bypass about 5 traps while Hale can do nothing about it.
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Out of curiosity Voidy, what is your opinion on spots like this? [url]http://steamcommunity.com/id/BLAKU/screenshot/902128274206214877[/url]
It's literally just there so the runners can bypass about 5 traps while Hale can do nothing about it.
I want to say that they're okay, as it's kinda a risk/reward thing, but I'm not entirely sure how often people fail on that.
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I want to say that they're okay, as it's kinda a risk/reward thing, but I'm not entirely sure how often people fail on that.
Me? Almost never. Others? Quite a bit.
You need to know where the platform ends and how far you can actually jump before trying to go that way. I see no problem with it.
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Prison Escape has a broken minigame as well it seems, but it's a terrible map anyway.
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Updated vsh_dr_prison_escape_v3 to vsh_dr_prison_escape_v7.
Prison Escape has a broken minigame as well it seems, but it's a terrible map anyway.
I've applied the fix to that map as well.
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I've applied the fix to that map as well.
Still broken.
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we should just strip all weapons and have people go civilian except for hale
it sounds like a quicker idea than trying to scan code for problems imo
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And Hale being able to kill everyone else while they're defenseless is a good idea why?
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it punishes people for being dumb enough to not pick instawin
that sounds like enough of an upside to me
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Pretty cool map. http://www.youtube.com/watch?v=8WzWLpT4bG4
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Added vsh_dr_safety_first_v3 to the rotation.
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Safety First is a horrible map. The traps are cheap, the elevator is glitchy as all hell, and it lags every 5 feet.
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the elevator is glitchy as all hell, and it lags every 5 feet.
What's wrong with the elevator? It looked fine to me when on the server.
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Far as I can figure, it's basically teleporting you every few seconds. You can literally get stuck in one of the "teleports" unless you're constantly jumping.
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The only teleporting is when being late to the elevator. Walking into the shaft will teleport you to the elevator. Other than that it's a physical lift.
-
So I guess you can still sometimes attack in Divinity's minigame.
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http://www.mediafire.com/?j27vmco36v7v0a7
If it's just a physical lift, explain to me how this happens.
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It's a physical lift with two separate sections connected by a trigger_teleport and likely some whacky map logic. As for how that happens, I have no clue. It doesn't seem like much of an issue anyway as you still ended up at the top.
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Apprently the one were using is still V3 which is full of bugs. The maker of this map has an updated V4 version out thought (i'm subscribed to his youtube channel), and it fixes many more bugs. Please update the map to remove the many bugs like the elevator glitch XD.
http://tf2.gamebanana.com/maps/175798
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I agree. I also keep getting the missing map error, and the only way to fix it is to download the new update, which can't seem to be found anywhere.
-
Updated vsh_dr_safety_first_v3 to vsh_dr_safety_first_v4.
As a side note, it would be wonderful if map authors bothered to actually list their changes.
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http://steamcommunity.com/sharedfiles/filedetails/?id=169276683
Basically, literally nothing was actually changed. Also...
http://steamcommunity.com/sharedfiles/filedetails/?id=169280755
A killzone down here would be much appreciated.
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[url]http://steamcommunity.com/sharedfiles/filedetails/?id=169280755[/url]
A killzone down here would be much appreciated.
Done.
I'm not giving up on the map just yet though, especially just because of a silly elevator. There are plenty of options to consider like setting up some teleport logic that teleports anyone still in the shaft after X amount of seconds or something.
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Updated vsh_dr_safety_first_v4 to vsh_dr_safety_first_final.
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tf2.gamebanana.com/maps/176062 i swear to god if anyone posted this shit i will kill aliens
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tf2.gamebanana.com/maps/176062 i swear to god if anyone posted this shit i will kill aliens
That map was reposted on GB, and it's hilariously bad.
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how bad we talking about f2p bad or cod bad
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As bad as you
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turkle thats not an option
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you really aren't smart are you
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no not really just fucking with you huehue
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you really aren't smart are you
Turkle why you no admin anymore
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Really bo, now that I'm not an admin I can say that you are literally retarded. All the admins think you're dumber than a monkey and you act like a god damn retard. Grow up you man-child.
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Really bo, now that I'm not an admin I can say that you are literally retarded. All the admins think you're dumber than a monkey and you act like a god damn retard. Grow up you man-child.
Real talk
Turkle why you no admin anymore
He and voidy had a dispute.
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Real talk
He and voidy had a dispute.
Come back Turkle
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i still play with a few of the admins everyday, I just don't play tf2 much because it's so fucking boring.
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I know that the admins dont like me at all u have to say it i found out for myself already
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You really are one dense mother fucker.
-
Lets keep it civil, ya'll.
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but he doesn't even know where the Buvins is
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(https://dl.dropboxusercontent.com/u/43332504/1377297202160.gif)
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Added vsh_dr_wolfenstein_v1_1 to the rotation.
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Added vsh_dr_wolfenstein_v1_1 to the rotation.
While it does seem like a cool map, there's a couple of things I'd like to point out regarding the third floor (provided you actually managed to survive the hammers, platforms, and the spikes, hehe).
1) If a ghost makes it to the end of the third floor, Hale gets automatically tele'd to the end zone. It would be nice to fix this so that dead people are freely able to roam around, without messing with Hale.
2) The "steam" obstacle on the same floor seems impossible to pass (while the first pipe has a decent pattern to it which you can dodge, the rest are in sync, creating an impossible-to-avoid wall) . I just barely managed to get past once thanks to throwing myself a Sandvich as a Heavy. Each time you get "hit" by the obstacle, you lose like 150 HP.
Yes, I am aware of the hammers and platforms, but I think with a little patience and practice, it shouldn't be too big a problem (think safety_first and badwater respectively).
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1) If a ghost makes it to the end of the third floor, Hale gets automatically tele'd to the end zone. It would be nice to fix this so that dead people are freely able to roam around, without messing with Hale.
I've disabled ghostmode on that map.
2) The "steam" obstacle on the same floor seems impossible to pass (while the first pipe has a decent pattern to it which you can dodge, the rest are in sync, creating an impossible-to-avoid wall) . I just barely managed to get past once thanks to throwing myself a Sandvich as a Heavy. Each time you get "hit" by the obstacle, you lose like 150 HP.
It's definitely possible to get across, but the steam is a little offset from the actual pattern. You have to move over to the next steam jet a lot earlier. The jets should be doing only 50 damage though, so I've also fixed that.
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Some maps I found when I got bored.
http://tf2.gamebanana.com/maps/168936
http://tf2.gamebanana.com/maps/174834
http://tf2.gamebanana.com/maps/176062
http://tf2.gamebanana.com/maps/174762
http://tf2.gamebanana.com/maps/159127
http://tf2.gamebanana.com/maps/172341
http://tf2.gamebanana.com/maps/172420
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the forest one i posted and voidy had in is gay
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http://tf2.gamebanana.com/maps/177033
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Added vsh_dr_delay_b1_fixed to the rotation.
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Delay's motivator is way too fast for how long the map is. Only way to win is if Hale gives a freerun. Or, of course, he doesn't know how2rushers.
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The built in motivator or the timer we have?
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The built in motivator or the timer we have?
The built in motivator. I think it spawns 1:30 after the map starts and moves at the speed of around a Medic/Pyro.
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I'm fairly certain this can be attributed to it just being a new map. Eventually players will learn the traps and the motivator shouldn't be an issue.
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its like slay and dust people just get used to it
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Apparently you can Caber over the doors at the end of Prison Escape. Don't know if we care to fix that. >_>
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Apparently you can Caber over the doors at the end of Prison Escape. Don't know if we care to fix that. >_>
Well... The caber's purpose is to skip one trap...
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caber is for skipping a trap that is a trap so it can be skipped
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http://steamcommunity.com/sharedfiles/filedetails/?id=194465721
Kill zone?
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[url]http://steamcommunity.com/sharedfiles/filedetails/?id=194465721[/url]
Kill zone?
should be on that is cheap as hell
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Is there a way to damage people if they're colliding on a moving platform? Really infuriating when no one can move forward because of a couple of dicks.
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Is there a way to damage people if they're colliding on a moving platform? Really infuriating when no one can move forward because of a couple of dicks.
thats the only way voidy can do it besides putting kill zones that insta kill u if u touch it, but i would do the hurt zone
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[url]http://steamcommunity.com/sharedfiles/filedetails/?id=194465721[/url]
Kill zone?
Added a hurt zone, that should be enough to force people down.
Is there a way to damage people if they're colliding on a moving platform? Really infuriating when no one can move forward because of a couple of dicks.
Not easily, it sounds like something a nopush zone could solve though.
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Added a hurt zone, that should be enough to force people down.
Awesome. And since I'm not sure how you did it, I'll just let you know you can also get on the ledges above that one with the Caber. Just wanna make sure they're all affected.
Not easily, it sounds like something a nopush zone could solve though.
Perhaps. Worth a try at least.
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Awesome. And since I'm not sure how you did it, I'll just let you know you can also get on the ledges above that one with the Caber. Just wanna make sure they're all affected.
Yep, zoned off the whole area and the higher ledges.
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K.
Do you want me to compile a list of moving platforms to put a nopush zone on? Trying to find the map that instigated that post, but Darkwoods could use it in a few spots(first 1-3 traps and the platforms moving in a circle before the Duck Tales trap which could also use it since you can break it by having 2 people stand against the back wall). Cocainum is a more popular map with this problem so would be better strictly for testing though(vertical platforms on the tower).
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And the map I was looking for was Missing. The platforms that go through the laser trap.
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The one thing I'd want to be careful about is that I don't wish to remove all the challenge from these sort of traps.
I'd only want to put the nopush zones on platforms where they're _very_ small and prone to griefing. The best example is mario, where the platforms are thinner than a player's bounding box.
If the platform is larger than a player, it's safe to assume that players should be able to handle jumping onto it if another player is present.
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The problem with these platforms though is that they get completely stuck if people are colliding on them, thus literally making it impossible to move forward unless they move. There is no challenge in this.
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Oh, right. Okay yea I'm all for it then, as long as it's a platform that _must_ move in order for players to complete the map, and can't simply be jumped past.
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All the ones I listed cannot be bypassed. You can argue the first few traps of Darkwoods, but that first one is so easy to just completely break I would hope to just fix it especially since it has immense push force if people do break it so you can't even jump back without dying.
The Duck Tales trap would be a nice fix as well, though I might be the only person that actually knows it can break.
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http://steamcommunity.com/sharedfiles/filedetails/?id=196717276
Apparently you can get behind the door the Fact Sphere is behind. Killzone please.
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[url]http://steamcommunity.com/sharedfiles/filedetails/?id=196717276[/url]
Apparently you can get behind the door the Fact Sphere is behind. Killzone please.
Done, thanks.
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Can we put a damage zone or something in the trail room of Wolfenstein? We need to somehow stop griefers from getting behind the motivator and wasting time.
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Can we put a damage zone or something in the trail room of Wolfenstein? We need to somehow stop griefers from getting behind the motivator and wasting time.
The timer is generally the solution to this, but I've put a zone there regardless.
-
Thank you. The problem with the timer is that the motivator is so slow, the people are literally waiting there the whole round just to get behind him.
-
Here's a suggestion,
https://www.dropbox.com/s/wvy0dj64jfgqqzm/dr_gaytower_v2_fixed.bsp
EDIT: I'm also working on a revamp of this map due to how ugly this map looks. 30% done
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Here's a suggestion,
https://www.dropbox.com/s/wvy0dj64jfgqqzm/dr_gaytower_v2_fixed.bsp
EDIT: I'm also working on a revamp of this map due to how ugly this map looks. 30% done
Looking forward to that. There should also be something that clues players into the fact that they should look up and follow the path for the invisible ramp section.
-
Added vsh_dr_gaytower_v2_fixed to the rotation.
-
doublepost
-
Dr_block updated: http://tf2.gamebanana.com/maps/166110
(It's not v5 and it fixes problems with that version)
Also, new maps:
Universe: https://www.dropbox.com/s/o6wutwjt7yoz62y/dr_universe_v4.bsp
Waterarea: https://www.dropbox.com/s/mgqd5ecsy32zzjs/dr_waterarea_v5.bsp
4halls https://www.dropbox.com/s/h6u290sd2q53r4j/dr_4halls.bsp
This one has a problem: once the trains go and people are behind, the people behind don't die. If you can't fix it with plugins, I'll open up hammer.
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http://steamcommunity.com/sharedfiles/filedetails/?id=199559214
Use the Dead Ringer to get stuck here. It puts a kill zone all along the path of that trap, literally making it impossible to move forward.
Might wanna check the second sliding crate trap too.
-
On Gaytower you can Caber on the gate outside of spawn to the second level, thus skipping like 8 traps or something. There might be other parts where this is possible.
-
On Gaytower you can Caber on the gate outside of spawn to the second level, thus skipping like 8 traps or something. There might be other parts where this is possible.
Noted for my revamp.
-
Updated vsh_dr_block_v4 to vsh_dr_block_v6.
Added vsh_dr_universe_v4 to the rotation.
Dr_block updated: [url]http://tf2.gamebanana.com/maps/166110[/url]
(It's not v5 and it fixes problems with that version)
Unfortunately it still didn't fix the biggest issue: the awful usage of poorly networked entities (http://steamcommunity.com/sharedfiles/filedetails/?id=199803783). Luckily we have a plugin that fixes that by just removing them.
Waterarea: [url]https://www.dropbox.com/s/mgqd5ecsy32zzjs/dr_waterarea_v5.bsp[/url]
This map is missing some textures, and is also suffering from poor networking issues (http://steamcommunity.com/sharedfiles/filedetails/?id=199820382). Namely a large overuse of func_tracktrain entities.
In this case, however, a plugin can't simply fix this, as the tracktrains are required for one of the traps. The solution would be to entirely rework the trap to not use them.
4halls [url]https://www.dropbox.com/s/h6u290sd2q53r4j/dr_4halls.bsp[/url]
This one has a problem: once the trains go and people are behind, the people behind don't die. If you can't fix it with plugins, I'll open up hammer.
That would definitely be better fixed through the map, rather than a plugin.
On Gaytower you can Caber on the gate outside of spawn to the second level, thus skipping like 8 traps or something. There might be other parts where this is possible.
I've disabled the caber on the map for now.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=199559214[/url]
Use the Dead Ringer to get stuck here. It puts a kill zone all along the path of that trap, literally making it impossible to move forward.
Should be fixed now, thanks.
Might wanna check the second sliding crate trap too.
I don't think the second crate trap has a large trigger_hurt attached to it, so it should be fine.
-
Second crate trap just flat out kills you it seems. So yeah, should be good.
Thank you Voidy.
-
Can you put a killzone or something on that first trap after the warp on Woods? It really can't kill anything as it is. And as short as the map is, that's pretty infuriating.
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This map is missing some textures, and is also suffering from poor networking issues ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=199820382[/url]). Namely a large overuse of func_tracktrain entities.
In this case, however, a plugin can't simply fix this, as the tracktrains are required for one of the traps. The solution would be to entirely rework the trap to not use them.
I can bring the tracktrains number down to 16 (Unnecessary tracktrains removed) 9 (No motivator+unnecessary) or 4 (Steve trap revised + the rest)
EDIT: I realized the problem. (maybe)
EDIT: I don't get the problem, explanation please?
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Were we working on a fix for the moving platforms getting stuck problem?
-
Can we just remove Area 51? As good as it is, it's too easy to grief with the code. One asshat makes the entire map unplayable.
-
Please, for the love of God, remove that trap activation noise from universe. Oh lord it makes the map 10 times as awful.
-
Just remove Universe.
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Just remove Universe.
Please do.
Annoying trap noise, Overused traps + same traps over and over. All the traps are are images either crushing or sucking you. Annoying trap noise. Boring ending. And just a bland map overall. Definitely needs some more time being developed. Also it has an annoying trap usage noise.
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RAN RAN RUU~
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RAN RAN RUU~
*lanlanluu
Well there's another thing for my to-fix list.
Also: https://www.dropbox.com/s/hx5f6ohync348l3/dr_dlux_nightfall_v2.rar
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Were we working on a fix for the moving platforms getting stuck problem?
Yea, sorry. I've been sidetracked by other things and finals week. I'll try to investigate if noblock zones work likely Friday.
Can we just remove Area 51? As good as it is, it's too easy to grief with the code. One asshat makes the entire map unplayable.
Removing the map is the last resort. Remember we can modify map logic to do things like entirely remove the code panel and let people simply cross that whole area.
Please, for the love of God, remove that trap activation noise from universe. Oh lord it makes the map 10 times as awful.
Done!
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Yea, sorry. I've been sidetracked by other things and finals week. I'll try to investigate if noblock zones work likely Friday.
Just wanted to make sure it wasn't forgotten.
Removing the map is the last resort. Remember we can modify map logic to do things like entirely remove the code panel and let people simply cross that whole area.
I'd say just remove the box around the buttons(preferably only if the first person there gets the code wrong) and the cage teleports if possible. I find it stupid to have to remove a trap entirely unless the trap itself is broken.
Also, did you disable the map trail?
*lanlanluu
There is no L sound in the Japanese language.
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https://dl.dropboxusercontent.com/u/65113316/maps/dr_hereafter_b4.zip (hereafter update)
https://www.dropbox.com/s/hx5f6ohync348l3/dr_dlux_nightfall_v2.rar (dlux update adds minigames)
EDIT: http://tf2.gamebanana.com/maps/176323 (Wolfenstein update)
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Can you put a killzone or something on that first trap after the warp on Woods? It really can't kill anything as it is. And as short as the map is, that's pretty infuriating.
Done.
I can bring the tracktrains number down to 16 (Unnecessary tracktrains removed) 9 (No motivator+unnecessary) or 4 (Steve trap revised + the rest)
EDIT: I realized the problem. (maybe)
EDIT: I don't get the problem, explanation please?
There are simply too many moving tracktrains on the map. The entity itself is poorly networked so it causes a lot of excess bandwidth usage (the large amount of red in the netgraph of my picture).
The solutions would be to either trim the number of tracktrain entities down, or make use of hint brushes so that that section of the map isn't networked to clients who aren't in that location (https://developer.valvesoftware.com/wiki/Visibility_optimization).
Also, did you disable the map trail?
Nope.
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Updated the following maps:
vsh_dr_delay_b1_fixed to vsh_dr_delay_b2
vsh_dr_wolfenstein_v1_1 to vsh_dr_wolfenstein_v1_2
vsh_dr_hereafter_b2 to vsh_dr_hereafter_b4
vsh_dr_dlux_tf2_v5 to vsh_dr_dlux_nightfall_v2
vsh_dr_hotdesert_b5 to vsh_dr_hot_desert_v9_fix
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Nope.
Weird. It just always seems to kick people out of that room lately. >_>
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Would it be possible to disable the whip's speed boost on specific traps? Would certainly be nice to cut down on some of the griefing hotspots.
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Weird. It just always seems to kick people out of that room lately. >_>
Because you have to hit the buttons left to right. Don't do that and it kicks you out.
-
It's kicking people out as soon as they walk in.
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Darkwoods seems to have trouble teleporting Hale to the Race and Knife areas. Knife is one thing since victory is just when you cap the point. But Race requires Hale to be there for runners to win. Can a plugin fix this somehow?
-
Actually, I remember you having to fix Hale getting teleported to the runners' side of Race. Could this be an issue caused by that?
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Can we turn off taunting on the ghost trap of Inca? People are just sitting there spamming taunts.
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Can we disable the motivator on Hot Desert? Even moving at a decent pace it still gets you before you're even halfway done. Hell, on a freerun it comes pretty close.
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suggestion: https://www.dropbox.com/s/60hwdkowu57abq6/dr_sketchyrun_final2.bsp
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I ported a deathrun map: https://www.dropbox.com/s/umy1gqovz3sbzax/dr_dreamytrack_b1.rar
------------------------------
Yes, I know this wasn't the best map to port, but I needed some practice porting as my family guy port was a disaster.
My next port will be of a more popular map.
I ported this map within 3 days so expect more soon.
Please report bugs.
-------------------------------
-Rotating traps ported (only Hawke, Quiche and diealready seem to get this right)
-2/3 pickups ported, the unported one is replaced.
-Secret music fixed
-Some trap fixes/extensions
-Added some trap sounds
-No minigames because they were crap, they may come in a future version.
I also need a "Ported by 111112oo (for SH)" texture made, If anybody could do that, that'll be great.
EDIT: Next map is H****H** or *R**
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K.
Do you want me to compile a list of moving platforms to put a nopush zone on? Trying to find the map that instigated that post, but Darkwoods could use it in a few spots(first 1-3 traps and the platforms moving in a circle before the Duck Tales trap which could also use it since you can break it by having 2 people stand against the back wall). Cocainum is a more popular map with this problem so would be better strictly for testing though(vertical platforms on the tower).
Okay so through experimentation, it looks like our nocollide zones allow platforms to move correctly even when 2 players are attempting to stop them.
I've added the zones to the areas you mentioned here. If you know of any other trouble spots that can benefit from the zones please let me know.
-
Added the following maps to rotation:
vsh_dr_dreamytrack_b1
vsh_dr_sketchyrun_final2
I ported a deathrun map: [url]https://www.dropbox.com/s/umy1gqovz3sbzax/dr_dreamytrack_b1.rar[/url]
------------------------------
Yes, I know this wasn't the best map to port, but I needed some practice porting as my family guy port was a disaster.
My next port will be of a more popular map.
I ported this map within 3 days so expect more soon.
Please report bugs.
-------------------------------
-Rotating traps ported (only Hawke and Quiche seem to get this right)
-2/3 pickups ported, the unported one is replaced.
-Secret music fixed
-Some trap fixes/extensions
-Added some trap sounds
-No minigames because they were crap, they may come in a future version.
Sweet, thanks for all the maps thusfar.
The only glaring issue I saw was a missing texture at the very end of the map: http://steamcommunity.com/id/VoiDeD/screenshot/703983393768727914
I also need a "Ported by 111112oo (for SH)" texture made, If anybody could do that, that'll be great.
EDIT: Next map is H****H** or *R**
Personally I'm iffy about branding, but it's totally up to you to include it or not.
-
Actually, I remember you having to fix Hale getting teleported to the runners' side of Race. Could this be an issue caused by that?
Shouldn't be, but I've added some logic that will attempt to teleport Hale to the race area just in case.
Can we turn off taunting on the ghost trap of Inca? People are just sitting there spamming taunts.
(http://static3.wikia.nocookie.net/__cb20120529035317/mlp/images/8/8b/No_Fun_Allowed.jpg)
Can we disable the motivator on Hot Desert? Even moving at a decent pace it still gets you before you're even halfway done. Hell, on a freerun it comes pretty close.
I've added logic that will delay the motivator by another 120 seconds. That should put it in line with the round timer.
-
If you know of any other trouble spots that can benefit from the zones please let me know.
I'll keep you posted. Thank you.
([url]http://static3.wikia.nocookie.net/__cb20120529035317/mlp/images/8/8b/No_Fun_Allowed.jpg[/url])
It's kind of infuriating when half the team is spamming Meet the Medic and Shred Alert causing even the most high end computers to lag. Not to mention they can just sit there the entire round doing it.
I've added logic that will delay the motivator by another 120 seconds. That should put it in line with the round timer.
Thank you based Voidy.
-
Could it maybe be an idea to put a light damage zone at the end of Bhop platform traps(the ones that break after you jump on them) so as to discourage platform trolling? A more active solution to a constant problem would be a good thing I think.
-
Can we get a nopush zone on the invisible ramp on Gaytower? Kinda hard to deal with pushing when you're having to look straight up on such a thin platform.
-
Hale's shotgun doesn't activate Gaytower traps. Is there a way to fix this through plugins?
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Can we get a nopush zone on the invisible ramp on Gaytower? Kinda hard to deal with pushing when you're having to look straight up on such a thin platform.
Done.
Hale's shotgun doesn't activate Gaytower traps. Is there a way to fix this through plugins?
Yep, fixed.
-
*broken wip map*
-
*broken wip map*
"OnMapSpawn" "ServerCommand,Command,mp_timelimit 900,0,-1"
:|
Hopefully only around while it's WIP.
-
http://steamcommunity.com/sharedfiles/filedetails/?id=204575034
You can get this platform stuck indefinitely by jumping onto it while it's spinning. May also be possible on the last one. Don't know if there's any way to fix it other than a killzone.
-
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=204575034[/url]
You can get this platform stuck indefinitely by jumping onto it while it's spinning. May also be possible on the last one. Don't know if there's any way to fix it other than a killzone.
I've made the platforms damage any players who block them, that should do the trick.
-
Already told Voidy, but for possible future revisions of Dreamytrack the first trap after the second warp(falling red house/fort thing) doesn't kill anything. Just does like maybe 10 damage and that's it.
-
http://steamcommunity.com/sharedfiles/filedetails/?id=205184529
Apparently both platforms can break or something making it impossible to proceed.
-
Can we make the duel room on Sketchyrun force the entire team to teleport? Right now it only teleports runners that actually touch the door.
-
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=205184529[/url]
Apparently both platforms can break or something making it impossible to proceed.
Shotguns. This could also be possible with the 3 breaker. These bugs and the broken 19th trap of dreamytrack are noted.
-
Shotguns. This could also be possible with the 3 breaker. These bugs and the broken 19th trap of dreamytrack are noted.
Our shotgun is pinpoint accurate, I don't see how hale could be activating multiple buttons (if that's what's happening).
-
Can we make the duel room on Sketchyrun force the entire team to teleport? Right now it only teleports runners that actually touch the door.
Done.
Already told Voidy, but for possible future revisions of Dreamytrack the first trap after the second warp(falling red house/fort thing) doesn't kill anything. Just does like maybe 10 damage and that's it.
I've fixed this with a plugin for now.
-
The shotgun on vsh_dr_block doesn't seem to work with the buttons. If you try and shoot them, it'll do nothing.
-
The shotgun on vsh_dr_block doesn't seem to work with the buttons. If you try and shoot them, it'll do nothing.
Fixed, thanks.
-
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
-
I ported another deathrun map!
Dr_Goldfever! (By the maker of bandicoot)
https://www.dropbox.com/s/xt70adrj8r80cbd/dr_Goldfever_b1.rar
-Rotatings Ported
-No minigames ported
-Original textures kept
-Physbox traps ported
-Original map size.
-Looks the same (I'm looking at you quiche and cal)
Please report any bugs.
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
OH GOD IS THAT AN AWFUL PORT. Please don't voidy. I had this map planned to port after my next port.
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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.
[url]https://www.dropbox.com/s/7jw53hdh3uwega3/vsh_dr_pyramid_a1.zip[/url]
You've got some missing textures in places, and some odd brushwork on some corners.
http://steamcommunity.com/sharedfiles/filedetails/?id=206091136
http://steamcommunity.com/sharedfiles/filedetails/?id=206091150
http://steamcommunity.com/sharedfiles/filedetails/?id=206091171
I think I'd gladly toss it into rotation once those issues are fixed.
You also had another map in your post, vsh_dr_horror_school_v3. I'm assuming you removed it due to the faulty afk killer trigger_hurt?
I ported another deathrun map!
Dr_Goldfever! (By the maker of bandicoot)
[url]https://www.dropbox.com/s/xt70adrj8r80cbd/dr_Goldfever_b1.rar[/url]
-Rotatings Ported
-No minigames ported
-Original textures kept
-Physbox traps ported
-Original map size.
-Looks the same (I'm looking at you quiche and cal)
Please report any bugs.
Awesome! However, before we can add this to rotation I'd request that you remove the point_servercommand entity and instead ship a .cfg file for the map.
-
EDIT: Hold on fixing download problems.
EDIT: Here's the fixed Goldfever https://www.dropbox.com/s/3p9rqg00s8nf557/dr_goldfever_b1_fix.rar
-
EDIT: Hold on fixing download problems.
EDIT: Here's the fixed Goldfever [url]https://www.dropbox.com/s/3p9rqg00s8nf557/dr_goldfever_b1_fix.rar[/url]
http://steamcommunity.com/id/VoiDeD/screenshot/702858037100279616 :S
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Missing textures. Missing textures everywhere.
-
I have no faith in pakrat now.
https://www.dropbox.com/s/4fczi3l8vm315to/dr_goldfever_b1fix.rar This might work.
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I have no faith in pakrat now.
https://www.dropbox.com/s/4fczi3l8vm315to/dr_goldfever_b1fix.rar This might work.
No dice, same missing textures.
If only the source engine wasn't such a pain and had a feature to display which texture paths are missing.
-
And now I feel like killing pakrat. WHY DOES IT DO IT TO ME, IT SCREWED 3 COMPILES.
EDIT: I'll try using packBSP next time, nope it'll be vide
EDIT: Uploading now, If this fails again there will be a gun to my face.
-
https://www.dropbox.com/s/97v06gv7huykwfy/dr_goldfever_b1_pak.rar
Fixed, I'm never using pakrat again. thank you vide.
You might want to disable caber for now as I haven't looked for spots to exploit with it + it being a css map.
-
Everything looks good. The player clipping seems okay for caber usage in most spots, you can check that with r_drawclipbrushes 2 if you're curious yourself.
Added vsh_dr_goldfever_b1_pak to the rotation.
-
You forgot the timer on Goldfever.
-
Guess we're all making mistakes. :(
Fixed!
-
http://steamcommunity.com/sharedfiles/filedetails/?id=206559668
Hale can get stuck here
Yes I know I ported the map and it's my job to fix it but I can"t right now.
-
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=206559668[/url]
Hale can get stuck here
Yes I know I ported the map and it's my job to fix it but I can"t right now.
Fixed.
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https://www.dropbox.com/s/252ywuitd11x2r7/vsh_dr_timetravel_b3fix.rar
Timetravel b3 without the filesize.
NOTE: Map is the same, for this was a pakrat fix.
-
Updated vsh_dr_timetravel_fix to vsh_dr_timetravel_b3fix.
-
audio took a big shit. well time to fix it again
thanks pakrat
2nd trap
5th trap
6th trap
Humiliation
and probably more
EDIT: starting to fix it now
-
Couldn't fix it, could we please revert it back to the old version, the broken sounds are stupid and ruin the experience.
-
ok actually im just gonna stop making threads for random bugs but anyways
[nsfw sprays just a heads up]
http://cloud-2.steampowered.com/ugc/885253822246686649/E61A72781CBECC01A1D9955B4372705D9D3255EB/
the afk killer door was shut from the very start of the round and never opened until the next round started on dlux
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ok actually im just gonna stop making threads for random bugs but anyways
[nsfw sprays just a heads up]
[url]http://cloud-2.steampowered.com/ugc/885253822246686649/E61A72781CBECC01A1D9955B4372705D9D3255EB/[/url]
the afk killer door was shut from the very start of the round and never opened until the next round started on dlux
>Implying that we never see NSFW sprays.
-
There's nothing wrong with a heads-up for porn sprays.
-
I really don't think anyone here cares.
-
100mb for Actually fixed timetravel, Jesus fuck.
I'd rather fixed sounds than minigames, unless voidy says yep to it, but that's probably not going to happen.
-
ok actually im just gonna stop making threads for random bugs but anyways
[nsfw sprays just a heads up]
[url]http://cloud-2.steampowered.com/ugc/885253822246686649/E61A72781CBECC01A1D9955B4372705D9D3255EB/[/url]
the afk killer door was shut from the very start of the round and never opened until the next round started on dlux
How does that even happen. :| Fixed by removing that door entirely.
100mb for Actually fixed timetravel, Jesus fuck.
I'd rather fixed sounds than minigames, unless voidy says yep to it, but that's probably not going to happen.
I personally prefer minigames, but this is something I'd happily put up to a poll. 100mb is slightly pushing it, is it possible to scrap the sounds on some non-important traps?
Also, what is even contributing to that large filesize? Looking at the old 150mb version, I see a pink_speak_to_me.wav that's 39MB, and bunch of other apparent full-length Pink Floyd songs that likely don't need to be full-length.
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How does that even happen. :| Fixed by removing that door entirely.
I personally prefer minigames, but this is something I'd happily put up to a poll. 100mb is slightly pushing it, is it possible to scrap the sounds on some non-important traps?
Also, what is even contributing to that large filesize? Looking at the old 150mb version, I see a pink_speak_to_me.wav that's 39MB, and bunch of other apparent full-length Pink Floyd songs that likely don't need to be full-length.
The floyd songs were converted to mp3's. Sounds without floyd is 20mb. Materials 12mb, models 3mb so I dunno.
The map is MASSIVE though with tons of detail and I could see that having a factor. + the 4 new endings.
EDIT: I could trim 4mb off the sounds. that's all. :I
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Alright, I guess we'll go with that then, at least it'll be a little smaller than xtremeway.
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Nope again, it's either the old version 70mb (My recommendation), broken sound with minigames 80mb (what i want least), or 140mb. EDIT:Some people said they were fine with 140mb (3) but no one said any complaints about that.
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Updated vsh_dr_timetravel_b3fix to vsh_dr_time_travel_b3.
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hey
wasn't that song at the end of goldfever supposed to play throughout the map
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We stop sounds at round end to prevent them from looping.
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i meant the music doesn't play until you get to the end of goldfever
-
Oh, in that case: I have no idea!
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Can we disable the "Jump To Minigames" thing on Dlux? I'd like to actually play the map every now and then.
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Can we disable the "Jump To Minigames" thing on Dlux? I'd like to actually play the map every now and then.
But why? D:
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But why? D:
It does get old just doing the minigames because the person playing hale doesn't want to be hale.
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Could we turn off sounds turning off after a round ends on delay cause the music room takes along time to get to. (takes about 3-5 mins)
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I think I'm more concerned about people wasting time in the maze area, and I was considering just putting a kill zone around it.
-
I think I'm more concerned about people wasting time in the maze area, and I was considering just putting a kill zone around it.
Yeah, that'd be useful because last night I think 111112oo was in the maze and the motivator didn't seem to reach there.
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I think I'm more concerned about people wasting time in the maze area, and I was considering just putting a kill zone around it.
How about have it damage players right after the sonic music stops, As I made it once just before he came.
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here we go, another one of these
the thing never flipped back up and almost everyone died getting across
(http://cloud-2.steampowered.com/ugc/885254803417390549/DDB8F73459D2FA2179562108873003B2E25A519C/)
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How about have it damage players right after the sonic music stops, As I made it once just before he came.
I think that's a good compromise. I've added the delayed zone and allowed music to continue on that map.
here we go, another one of these
the thing never flipped back up and almost everyone died getting across
The culprit is right here:
(http://puu.sh/63XKS.jpg)
I've increased the damage of the zone that's there a little more. Should help prevent that.
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Could we PLEASE remove cliffside, people hate that map so much, and on a round we recently had, EVERYONE'S GAME GOT AWFUL PERFORMANCE, missing sounds 10 fps, mic chat broken. just ugh.
EDIT: This map is so poorly designed, so ugly, so boring, people say it was the one of the worst maps, and it doesn't deserve to take up a map slot.
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vsh_dr_cliffsideb4... 111112oo is correct about this problem. Me, him, and the entire server had just experienced a terrible framrate drop and any type of in game sound was muted. Microphone chat was disoriented. The problem lasted the entire time we were on the map and the entire server was effected. The players on the server decided to R.T.V. the map. Please also note this is the first time I have encountered this problem.
-
Turns out that was being caused by one of our plugins. Should be fixed now!
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https://www.dropbox.com/s/8o843u26lyha73r/dr_goldfever_b2.rar (https://www.dropbox.com/s/8o843u26lyha73r/dr_goldfever_b2.rar)
I updated Goldfever. If there's any missing content please don't add this.
CHANGELOG:
Fixed timing on the "ported by"message
Fixed the broken teleport destination for hale
Better playerclips.
11th trap deals more damage
The cactus stems are passable to prevent the cactuses getting stuck.
The 15th and 16th trap has smaller platforms.
The barrels on the 20th trap are harder to break
Increased the speed of the 21st trap
Added Bhop
Prevented the bonus minigame from being unlocked
Increased the healing speed of the healing pads.
The rush walls require more damage to break
EDIT: The bhop will be able to be trolled by ghosts.
-
Updated vsh_dr_goldfever_b1_pak to vsh_dr_goldfever_b2.
-
I've added some code that should prevent ghosts from activating touch-related entities, such as bhop platforms, breakables, buttons, etc.
I've also enabled ghostmode on every map as those entities were the only reasons we had it disabled in the first place.
-
I've added some code that should prevent ghosts from activating touch-related entities, such as bhop platforms, breakables, buttons, etc.
I've also enabled ghostmode on every map as those entities were the only reasons we had it disabled in the first place.
Hurray! :D
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https://www.dropbox.com/s/fvkprjnz8w2lgwn/dr_dreamytrack_b2.rar (https://www.dropbox.com/s/fvkprjnz8w2lgwn/dr_dreamytrack_b2.rar)
Updated!
-
Updated vsh_dr_dreamytrack_b1 to vsh_dr_dreamytrack_b2.
-
EDIT: forget this fix atm, I'm not happy with it.
-
Added vsh_dr_supermario64_v3a to the rotation.
-
Updated vsh_dr_supermario64_v3a to vsh_dr_supermario64_v4.
-
Updated vsh_dr_trollrun_final to vsh_dr_trollrun_final1.
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Could we stop sounds on dr_safety_first from turning off every round, as it ruins some humiliations. +the map already sorts out stopping the music on a new round.
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http://steamcommunity.com/sharedfiles/filedetails/?id=227082964 (http://steamcommunity.com/sharedfiles/filedetails/?id=227082964)
Killzone?
-
Does that even happen on our servers? I noticed there are engi buildings in your screenshot.
-
and ur on blue team which on dr ur always on red
-
Only reason I knew you could do that was because someone did it on the server. Wasn't quick enough with the screenshot button so I had to recreate it on a local server with a bot.
-
Rmoved vsh_dr_hell_b6 from the rotation.
-
http://steamcommunity.com/sharedfiles/filedetails/?id=227743991 (http://steamcommunity.com/sharedfiles/filedetails/?id=227743991)
Might want to put a killzone all along the spikes here. I guess it's only on the tip naturally since you can slide into them and get stuck like this.
-
Could we stop the timer when people reach the end of trollrun?
-
http://steamcommunity.com/sharedfiles/filedetails/?id=228348550 (http://steamcommunity.com/sharedfiles/filedetails/?id=228348550)
That is on Deathrun Hell 1.
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http://www.mediafire.com/download/k11iki44l12hdlt/deserttrapskip.dem (http://www.mediafire.com/download/k11iki44l12hdlt/deserttrapskip.dem)
You can Caber onto the roof of Hot Desert spawn and skip the first 4 traps. People also get up there and stall.
-
[url]http://www.mediafire.com/download/k11iki44l12hdlt/deserttrapskip.dem[/url] ([url]http://www.mediafire.com/download/k11iki44l12hdlt/deserttrapskip.dem[/url])
You can Caber onto the roof of Hot Desert spawn and skip the first 4 traps. People also get up there and stall.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=228348550[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=228348550[/url])
That is on Deathrun Hell 1.
Fixed and fixed. Thanks!
-
http://steamcommunity.com/sharedfiles/filedetails/?id=229366507 (http://steamcommunity.com/sharedfiles/filedetails/?id=229366507)
Another staller spot.
-
Hale can jump from his spawn to the runners area. Needs a killzone
-
Hale can jump from his spawn to the runners area. Needs a killzone
Where? :s
-
Where? :s
He probably means vsh_dr_delay. Once a chair breaks on Hale's side and he hits a button on his side, a little panel opens that allows Hale to traverse over to the runner side and participate in the traps (or kill them along the way). I can get a demo of it tomorrow if you want.
-
Where? :s
Sorry for forgetting the map name, in hotdesert. + sometimes I like to let the red team in my area in dr delay :( +Hale gets killed pretty easily + There's always a rusher who makes it to the end. But I wont mind if you block it.
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http://steamcommunity.com/sharedfiles/filedetails/?id=229717310 (http://steamcommunity.com/sharedfiles/filedetails/?id=229717310)
Standing on the ball trap after it was activated. Where it ends up is random so probably just need to make a higher killzone all along that area.
-
You guys mean to say that neither of you have reported the easter egg on Delay.
*facehoof*
I'll get back to you on that Voidy.
-
you saw nothing (http://thumbs.dreamstime.com/z/censored-stamp-22677746.jpg)
-
[url]http://youtu.be/8WzWLpT4bG4[/url] ([url]http://youtu.be/8WzWLpT4bG4[/url])
you idiot...........
How bout you learn to check the maplist first.
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you idiot...........
How bout you learn to check the maplist first.
(http://replygif.net/i/1410.gif) ,but (http://replygif.net/i/915.gif).
How about you learn not to give a fuck, and ignore the damn link.
-
Ya'll a bunch of rude people.
-
http://tf2.gamebanana.com/maps/179251 (http://tf2.gamebanana.com/maps/179251)
-
Ya'll a bunch of rude people.
Well, you can't expect friendliness on the Internet too often.
[url]http://tf2.gamebanana.com/maps/179251[/url] ([url]http://tf2.gamebanana.com/maps/179251[/url])
>4/10
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[url]http://tf2.gamebanana.com/maps/179251[/url] ([url]http://tf2.gamebanana.com/maps/179251[/url])
looks like it wasn't put work on it
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looks like it wasn't put work on it
At least its isnt bad as factory and the traps are intresting.
ANOTHER NEW MAP YEY!
http://tf2.gamebanana.com/maps/179257 (http://tf2.gamebanana.com/maps/179257)
Edit: Just updated, 1 more trap and a minigame.
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Added the following maps to rotation:
vsh_dr_corridor_v2
vsh_dr_wintervalley_beta1
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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 (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 (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.
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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.
We have the ability to remove that.
Feel free to report any bugs to me.
How exactly are we to report issues? The last time I reported issues (http://forums.saxtonhell.com/index.php?topic=58.msg10587#msg10587), they apparently went unnoticed.
Okay well pain facility seems well done and I didn't discover any glaring issues.
However, here's a few things with pool party:
(http://cloud-3.steampowered.com/ugc/612791846029079778/4FA39A2B89DE67FE737C14D09A3FB03CC64394C2/1024x640.resizedimage)
And the second trap in this series moved me outside of the activation area and somehow got me stuck in the wall:
(http://cloud-3.steampowered.com/ugc/612791846029080937/C613C12E1D7F13DB04AA811998B8919386D624B4/1024x640.resizedimage)
In addition to some missing sounds:
Failed to load sound "ambient\water_splash1.wav", file probably missing from disk/repository
Failed to load sound "ambient\weather\drip_loop1.wav", file probably missing from disk/repository
Failed to load sound "ambient\machines\refrigerator.wav", file probably missing from disk/repository
Failed to load sound "ambient\waterrun.wav", file probably missing from disk/repository
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Added vsh_dr_pain_facility to the rotation.
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EDIT: doubted map too much, but it still is a piece of shit with those op traps, Here's some suggestions: Make a custom area for humiliation, as the nade arena doesn't fit, make the title at spawn spin, Create better ending logos, create a better ported by quiche robbery title. + use the actual map title: dr_pains_facility
(doctor pains facility)
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@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 (https://www.dropbox.com/s/a32ctvj0datinza/vsh_dr_pool_party_v5.zip) - fixed version
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Dr_trollrun needs the timer to be turned off when someone reaches the end.
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Added vsh_dr_pool_party_v5 to the rotation.
Dr_trollrun needs the timer to be turned off when someone reaches the end.
Done.
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Added vsh_dr_pool_party_v5 to the rotation.
Done.
BAD, VERY BAD.
Guess I'll have to re-port another map.
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Can we please tone down the insane killzone on Pool Party's motivator? Might also consider turning off pushing in the crouch jump ladder on Wintervalley. It's annoying as fuck already considering how thin and invisible the "ledges" are.
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https://www.mediafire.com/?d0hwwj6dxiv4zw1 (https://www.mediafire.com/?d0hwwj6dxiv4zw1)
This is a sign of a terrible map.
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https://www.mediafire.com/?d0hwwj6dxiv4zw1 (https://www.mediafire.com/?d0hwwj6dxiv4zw1)
This is a sign of a terrible map.
WOW, I even fixed that in my failed port of this map.
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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.
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withdrawn
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http://steamcommunity.com/sharedfiles/filedetails/?id=233034044 (http://steamcommunity.com/sharedfiles/filedetails/?id=233034044)
Can we do something about this?
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http://tf2.gamebanana.com/maps/179257 (http://tf2.gamebanana.com/maps/179257) The bug in beta2 of this map is fixed now, this version brings heaps of bugfixes and improvements. Please update.
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Updated vsh_dr_wintervalley_beta1 to vsh_dr_wintervalley_beta3.
https://www.mediafire.com/?d0hwwj6dxiv4zw1 (https://www.mediafire.com/?d0hwwj6dxiv4zw1)
This is a sign of a terrible map.
Fixed!
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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 (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
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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 (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
...............................................
EDIT: Ok. So this wasn't as bad as i remembered it, and some good improvements were made. A port/map of yours that is good enough for a welcome. Just, remove the wall blocking sight to activator and keep the way it was originally or make it look not as ugly. + make the ending chooser look nicer, and make the end teleport nicer.
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http://steamcommunity.com/sharedfiles/filedetails/?id=235112808 (http://steamcommunity.com/sharedfiles/filedetails/?id=235112808)
You can get behind the wall of the HHH fart and get stuck.
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http://steamcommunity.com/sharedfiles/filedetails/?id=235159511 (http://steamcommunity.com/sharedfiles/filedetails/?id=235159511)
If you run along the right side of the cage trap, you can get stuck up here.
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Apparently there is a very rare bug on Cocainum where the trap before the Baby/Friday/Romney doors activates automatically and stays activated the entire round. This may also happen with the trap before the first choice doors? Clearly an exceptionally rare bug though so not a real priority.
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Removed vsh_dr_mario_b4 from the rotation.
Added vsh_dr_space_v3 to the rotation.
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I humbly request we remove all maps ported by this Quiche faggot.
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I humbly request we remove all maps ported by this Quiche faggot.
Yep. Cliffside too, I'll start up a poll for removing dr_space too, I thought it wasn't as bad at first, but ugh, my opinions turned suddenly when I played it.
I wont set up a poll for may though, it's decent enough to stay.
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If we removed all the maps ya'll didn't like, we would likely have zero maps in rotation.
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If we removed all the maps ya'll didn't like, we would likely have zero maps in rotation.
I think you are thinking way to much on the amount we want removed. Some maps are actually ok enough to keep, BUT, we think that the acceptance level for this server is too low, just move it up past the quiche and the whoever made factory level of bad and it'd be okay.
QUICHE'S MAPS ARE BAD.
Cliffside,
Pain facility,
Pool party,
Pyramid,
Zombie school.
Space,
FUCKING DR_HELL,
ugh
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Quiche's maps are terribly put together though. Most other maps people complain about atleast have something good going for them, but Quiches maps are just all around terrible and horribly put together.
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Quiche's maps are terribly put together though. Most other maps people complain about atleast have something good going for them, but Quiches maps are just all around terrible and horribly put together.
This, as a person who plays on gmod and css deathrun too, it hurts me with how much he ruined those maps too.
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I don't get why everyone thinks Quiche "put them together". They're ports from other games. He simply added some tf2 spawn/game logic entities and fixed up some stuff. If you don't like the maps then you should complain to the original author.
As for complaining about "bad ports": make a better one. All I see so far is a lot of senseless bashing—words and no actions.
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I don't get why everyone thinks Quiche "put them together". They're ports from other games. He simply added some tf2 spawn/game logic entities and fixed up some stuff. If you don't like the maps then you should complain to the original author.
As for complaining about "bad ports": make a better one. All I see so far is a lot of senseless bashing—words and no actions.
But it's the way he puts the ports together. I might re-port some, but i will not report Pool, (does not translate well to tf2 gameplay wise) ,Pain's (OP TRAPS) and Zombie school (UP TRAPS) and may (Port is already decent) That leaves Ramnesses and space. Those maps might be good on css, but they wont translate well to tf2.
EDIT: oh god he ported coldmetal
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http://tf2.gamebanana.com/maps/179251 (http://tf2.gamebanana.com/maps/179251)
Dr_corridor updated.
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Might wanna strip to melee on Delay's Race minigame. Anybody with hitscan can easily hit the win buttons from the start. Also, Hale can still get onto the runners' side. I have no idea how though, I just know he killed everyone last round.
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Might wanna strip to melee on Delay's Race minigame. Anybody with hitscan can easily hit the win buttons from the start. Also, Hale can still get onto the runners' side. I have no idea how though, I just know he killed everyone last round.
We actually did that before, but I forgot to apply that logic when we updated to a newer version of the map. Should be fixed now.
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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/3278924799581987594/14A43C7CA9D31B1410F76DCF8DFC8911E465483D/)
http://cloud-2.steampowered.com/ugc/3278924799581992462/934EF7A822E0C90F7739DB844158C044829A60DF/ (http://cloud-2.steampowered.com/ugc/3278924799581992462/934EF7A822E0C90F7739DB844158C044829A60DF/)
http://cloud-4.steampowered.com/ugc/3278924799581989941/D0ABA5DAECE0FB74389FD8F63F690782EF14A85F/ (http://cloud-4.steampowered.com/ugc/3278924799581989941/D0ABA5DAECE0FB74389FD8F63F690782EF14A85F/)
https://www.dropbox.com/s/01nd246k0j1maz2/vsh_dr_coldmetal_final_fix.zip (https://www.dropbox.com/s/01nd246k0j1maz2/vsh_dr_coldmetal_final_fix.zip)
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Bump for dr_corridor_v3 also:
http://theoutpost5.site.nfoservers.com/tf/maps/vsh_dr_mario_b2_fix.bsp.bz2 (http://theoutpost5.site.nfoservers.com/tf/maps/vsh_dr_mario_b2_fix.bsp.bz2)
Yes, this removes the fireballs. BUT, there is more challenge added in place of the removal such as: Cloud traps kills now, Bridge before the clouds kills you now, 2 guessing platforms are added, a rush door is placed, and many other fixes and improvements are made. If people don't like this you may revert it back.
DO NOT ADD THIS AS A SEPARATE MAP, UPDATE IT, NOT ADD ANOTHER.
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Cloud traps kills now
That took fucking long enough.
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I dislike how the first trap is a bridge now though.
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That took fucking long enough.
Also the bridge before the clouds.
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Breaking floors don't always kill. Every trap that Hale activates should at least do something.
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Added vsh_dr_coldmetal_final_fix to the rotation.
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Added vsh_dr_coldmetal_final_fix to the rotation.
2nd bump for dr_corridor_v3 (update) http://tf2.gamebanana.com/maps/179251 (http://tf2.gamebanana.com/maps/179251)
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http://downloads.stsv.tf/maps/dr_death_slope_stsvfix_1.bsp.bz2 (http://downloads.stsv.tf/maps/dr_death_slope_stsvfix_1.bsp.bz2)
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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 (https://www.dropbox.com/s/ywg7qjzipjfektb/vsh_dr_space_v5.zip)
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What's holding these maps from being updated?
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What's holding these maps from being updated?
Corridor includes a change that prevents players from progressing past the closing door unless hale also progresses to this portion, allowing abuse if not fixed via a plugin. I haven't had the time or effort to come up with a solution to this.
Mario I don't see that much reason to downgrade to, if you can give me a really good reason to downgrade to it and not simply fix whichever traps are broken in our current version, I'll consider it.
The rest I simply haven't had time to get to. I'm often busy with classwork during the week, so weekends are the only chance I get to do routine map cycle upkeep and other such things.
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Mario I don't see that much reason to downgrade to, if you can give me a really good reason to downgrade to it and not simply fix whichever traps are broken in our current version, I'll consider it.
Yes, its an upgrade of an earlier version, But from what I've seen, it has updated the bugs found in b2 and b3, +much more. So I wouldn't be calling this a downgrade.
It adds a secret trail, It adds textures to the ending doors, It blocks people from viewing hale, A rushwall is added for balance. Blocks have the decency to kill now being turned into 2 guessing platforms, 4 traps kill now, bugfixes galore. I wouldn't call that a downgrade.
And thanks for the notification on the maps.
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I ported another deathrun map!
But this time it's something familiar.
https://www.dropbox.com/s/b9e6vkdu6fht0ta/vsh_dr_castlerun_v1packed.rar (https://www.dropbox.com/s/b9e6vkdu6fht0ta/vsh_dr_castlerun_v1packed.rar)
You know how bad dr_castle was right? Well that was an awfully made port of a decent map. Suffer no more now that I have made this port.
Enjoy!
Please report bugs.
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Updated vsh_dr_space_v3 to vsh_dr_space_v5.
Updated vsh_dr_castle_v2 to vsh_dr_castlerun_v1.
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Updated vsh_dr_space_v3 to vsh_dr_space_v5.
Updated vsh_dr_castle_v2 to vsh_dr_castlerun_v1.
So what stopped death slope from being updated?
EDIT: I also gave a reason why b2_fix isnt a downgrade, It fixes the things fixed in b3 and does it better, also adds tons of changes.
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Updated vsh_dr_death-slope_v1_fix_s to vsh_dr_death_slope_stsvfix_1.
EDIT: I also gave a reason why b2_fix isnt a downgrade, It fixes the things fixed in b3 and does it better, also adds tons of changes.
It wasn't very compelling. It removes the fireballs which are a critical feature of the map, and as for trap fixes: we can fix those if you guys can point out exactly which ones don't work.
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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 (https://www.dropbox.com/s/l2v0nceoenseo3o/vsh_dr_pool_party_final_fix.zip)
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http://tf2.gamebanana.com/maps/179257 (http://tf2.gamebanana.com/maps/179257)
Updated.
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Updated vsh_dr_wintervalley_beta3 to vsh_dr_wintervalley_final.
Updated vsh_dr_pool_party_v5 to vsh_dr_pool_party_final_fix.
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https://www.dropbox.com/s/5fwm21bh9cyykwa/dr_bank_beta02.rar (https://www.dropbox.com/s/5fwm21bh9cyykwa/dr_bank_beta02.rar)
But. before you add this, have a melee zone in this room: http://steamcommunity.com/sharedfiles/filedetails/?id=246926229 (http://steamcommunity.com/sharedfiles/filedetails/?id=246926229) Do not add without it as that section of the map would play very poorly.
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Added vsh_dr_bank_beta02_fix to the rotation.
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Removed vsh_dr_bank_beta02_fix from the rotation due to map author's request.
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Removed vsh_dr_bank_beta02_fix from the rotation due to map author's request.
Please note the map will come back when it hits _final.
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Updated vsh_dr_factory_v2e to vsh_dr_factory_v3b_custom.
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http://tf2.gamebanana.com/maps/180295 (http://tf2.gamebanana.com/maps/180295) Hey look, it's a better castle! :P (Replaces Castlerun).
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[url]http://tf2.gamebanana.com/maps/180295[/url] ([url]http://tf2.gamebanana.com/maps/180295[/url]) Hey look, it's a better castle! :P (Replaces Castlerun).
I was finsihing off the map knowing that map was coming out. I dreaded when I heard it was coming out on gamebanana. As this was likely going to happen.
Also I started it before this map.
WELL THAT'S GREAT
It has
-No bhop
-No fight
-Textures close to the old shithole.
-No trail
-Less traps
-Stop raging at the spinning door, its easy when you know how, and It's not broken.
Could we still keep my version and have more original content for our server? If you have any suggestions for my re-port, suggest them!
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Could we still keep my version and have more original content for our server? If you have any suggestions for my re-port, suggest them!
I thought you were against having two versions of the same map?
Anyway, I like the one we have now. I gave the one that is being suggested a shot and it seems to be a step backwards in quality. To quote 111112oo,
It has
-No bhop
-No fight
-Textures close to the old shithole.
-No trail
-Less traps
and yes, the spinning door is pretty easy once you have the timing down. Removing a trap just because it is "hard" doesn't make much sense to me.
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I thought you were against having two versions of the same map?
I am, You might of taken my words the wrong way.
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Could we turn pushing off on the breaking platform in castlerun? So many deaths there.
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https://dl.dropboxusercontent.com/u/65113316/tf/maps/dr_ironworks_beta.bsp.bz2
Safety First has a rival.
NOTE: Put a killzone over the teleport of the 3rd trap,people can go in before it activates and bug it up.
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https://dl.dropboxusercontent.com/u/65113316/tf/maps/dr_ironworks_beta.bsp.bz2
Safety First has a rival.
NOTE: Put a killzone over the teleport of the 3rd trap,people can go in before it activates and bug it up.
Hey man, what is this? If you're going to add this to a rotation you might as well notify me. You've been all over this project since alpha, I was hoping that you'd have the common decency to at least let me know it's being used somewhere.
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For the record, we haven't added your map to rotation yet, it was only suggested.
We'll hold back on adding it to rotation pending your approval.
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Hey man, what is this? If you're going to add this to a rotation you might as well notify me. You've been all over this project since alpha, I was hoping that you'd have the common decency to at least let me know it's being used somewhere.
Sorry bout that. I did ask vincentor first though as I didn't have you on my friends list. He said "It's okay I guess" eh.
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Eh, it's alright. I just want to know that some people are actually playing it, since I spent quite a bit of time on this. Go ahead and add me on Steam if you have any further inquiries.
And you have my blessing to put this in any map rotations you see fit.
(http://i.imgur.com/tOKUM7X.png)
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And you have my blessing to put this in any map rotations you see fit.
Awesome, thanks!
Added vsh_dr_ironworks_beta to the rotation.
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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= (https://www.dropbox.com/s/2ih54yrur5gksox/vsh_dr_crash_bandicoot_v4.zip?m=)
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Current issues:
- Hale has a speed boost, I don't know how this will go with your server
- Barrel damage might have to be edited for Hale (is currently 999), same with water in fight mini and nitro in same mini
For your first point, Hale already has a tremendous overall speed boost (~3x the speed of a Scout) and with the added speed, it might make pressing buttons difficult.
For your second point, yeah, they should probably be changed around. Hale has ~3k health iirc and that probably won't go well if he trips over a barrel 4-5 times.
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Added vsh_dr_crash_bandicoot_v4 to the rotation.
For your first point, Hale already has a tremendous overall speed boost (~3x the speed of a Scout) and with the added speed, it might make pressing buttons difficult.
For your second point, yeah, they should probably be changed around. Hale has ~3k health iirc and that probably won't go well if he trips over a barrel 4-5 times.
We've got server plugins that work around issues like that.
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Updated vsh_dr_castlerun_v1 to vsh_dr_castle_steveh_2_sxh.
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Updated vsh_dr_castlerun_v1 to vsh_dr_castle_steveh_2_sxh.
Already found something that needs fixing.
http://steamcommunity.com/sharedfiles/filedetails/?id=257553809 (http://steamcommunity.com/sharedfiles/filedetails/?id=257553809)
People can get behind this trap and just hang out there until time runs out. Maybe put a kill zone at the edge of the back platform?
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Fixed, thanks!
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Updated vsh_dr_ironworks_beta to vsh_dr_ironworks_beta02.
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worMatty has kindly recompiled a version of the dr_castle_steveh map to support VSH mode, so various soundscripts and such should be fixed now.
Updated vsh_dr_castle_steveh_2_sxh to vsh_dr_castle_steveh_2.
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http://theoutpost5.site.nfoservers.com/tf/maps/vsh_dr_crash_bandicoot_v6.bsp.bz2 (http://theoutpost5.site.nfoservers.com/tf/maps/vsh_dr_crash_bandicoot_v6.bsp.bz2)
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Can we have a download for prison_escape_v7? it won't download from the server
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Can we have a download for prison_escape_v7? it won't download from the server
I'd double check your tf/download/maps folder and delete any existing vsh_dr_prison_escape_v7 files (with any extension), cause it sounds like you've got a corrupt or incomplete download of the map.
Otherwise: http://fastdl.saxtonhell.com/maps/vsh_dr_prison_escape_v7.bsp.bz2 (http://fastdl.saxtonhell.com/maps/vsh_dr_prison_escape_v7.bsp.bz2)
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Updated vsh_dr_crash_bandicoot_v4 to vsh_dr_crash_bandicoot_v6.
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Updated vsh_dr_time_travel_b3 to vsh_dr_time_travel_b4.
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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!
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Well, after testing it with a couple people I'm pretty sure it's ready to be suggested here.
vsh_dr_yaybread (http://tf2.gamebanana.com/maps/181472)
One thing i realized right at the end is that the trap activation shotgun in deathrun hell is made to deal no damage, right? Well, my trap buttons are made to be triggered OnDamaged. So im wondering if that means that the shotgun won't trigger my traps, or is the shotgun made only to deal no damage to players but still able to deal damage otherwise?
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Well, after testing it with a couple people I'm pretty sure it's ready to be suggested here.
vsh_dr_yaybread ([url]http://tf2.gamebanana.com/maps/181472[/url])
One thing i realized right at the end is that the trap activation shotgun in deathrun hell is made to deal no damage, right? Well, my trap buttons are made to be triggered OnDamaged. So im wondering if that means that the shotgun won't trigger my traps, or is the shotgun made only to deal no damage to players but still able to deal damage otherwise?
uhh.
The map had some nice ideas, but was executed very poorly.
Never rush your 1st map in hammer, let alone any map. (Could tell by the fact of bread being a few weeks old)
The map had awful presentation, execution, bugs, leaks, framerate and textures.
The minigames were also boring.
It's an okay first try for a map, however I highly recommend to mappers never to release their first map, unless its actually good.
I have added you help you out with maps if needed.
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uhh.
The map had some nice ideas, but was executed very poorly.
Never rush your 1st map in hammer, let alone any map. (Could tell by the fact of bread being a few weeks old)
The map had awful presentation, execution, bugs, leaks, framerate and textures.
The minigames were also boring.
It's an okay first try for a map, however I highly recommend to mappers never to release their first map, unless its actually good.
I have added you help you out with maps if needed.
As i expected. I definitely agree with the fact that i rushed it, i just wanted to get it done. But like you said with the bugs, leaks, etc. It was definitly a bad idea rushing it. I'll continue to work on it. I just wanted to get it to a stage where it was atleast better then dr_tonnel.
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http://tf2.gamebanana.com/maps/178596 (http://tf2.gamebanana.com/maps/178596)
dr_supermario64 update
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Well, after testing it with a couple people I'm pretty sure it's ready to be suggested here.
vsh_dr_yaybread ([url]http://tf2.gamebanana.com/maps/181472[/url])
I'd say it's just a little bit away from being rotation worthy. Here's the biggest issues I've found with it:
- Framerate issues. It looks like lots of time is being spent in CClientLeafSystem::ComputeTranslucentRenderLeaf which leads me to believe there's some issue with too many transparent/translucent brushes/models in the client's PVS, potentially because of map leaks? 111112oo will likely be able to help you with this.
- (http://cloud-2.steampowered.com/ugc/595914029917367526/2225460BEC967CC08F20C3C0A1046DDED9BA1DEE/1024x640.resizedimage)
You'll want to account for demos/pyros/etc being able to jump over this trap by applying some player clip brushes here.
- An AFK trigger_hurt brush that kills players still in spawn after some time.
- You'll want to sprinkle some info_observer_point entities around so that players who load in have something to look at, rather than nodraw.
One thing i realized right at the end is that the trap activation shotgun in deathrun hell is made to deal no damage, right? Well, my trap buttons are made to be triggered OnDamaged. So im wondering if that means that the shotgun won't trigger my traps, or is the shotgun made only to deal no damage to players but still able to deal damage otherwise?
Don't worry about that one, our plugin takes into account all sorts of button activation inputs.
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Updated vsh_dr_supermario64_v4 to vsh_dr_supermario64_v5.
-
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 (https://www.dropbox.com/s/hyxeumda3jklx7u/vsh_dr_space_v10.zip)
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Updated vsh_dr_space_v5 to vsh_dr_space_v10.
-
Updated vsh_dr_delay_b2 to vsh_dr_delay_b3.
Updated vsh_dr_ironworks_beta02 to vsh_dr_ironworks_beta03.
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http://tf2.gamebanana.com/maps/182202 (http://tf2.gamebanana.com/maps/182202) Ermahgerd new mep
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Added vsh_dr_egypt_v2 to the rotation.
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(http://s1.postimg.org/oc54xywbv/2014_08_12_00002.jpg) (http://postimg.org/image/oc54xywbv/)
Basically you can bypass the motivator by staying where the yellow arrow is then go behind the motivator.
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Basically you can bypass the motivator by staying where the yellow arrow is then go behind the motivator.
Fixed, thanks!
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(http://s23.postimg.org/4c1suavlj/2014_08_17_00002.jpg) (http://postimg.org/image/4c1suavlj/)
this is in dr_dev_v2, on the third trap (explosion platforms) scouts basically use their bonks to get out from the map
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That's fixed, thanks.
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http://tf2.gamebanana.com/maps/182471 (http://tf2.gamebanana.com/maps/182471)
NEW MAP!
EDIT: HOLY SHIT THE INTRO TO THE MAP IS AMAZING.
Edit: one of the gates might not open. Fix that.
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Added vsh_dr_dungeon_alpha2 to the rotation.
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http://tf2.gamebanana.com/maps/182471 (http://tf2.gamebanana.com/maps/182471)
Dr_dungeon Updated
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Updated vsh_dr_dungeon_alpha2 to vsh_dr_dungeon_beta.
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http://tf2.gamebanana.com/maps/182685 (http://tf2.gamebanana.com/maps/182685) Updated version of vsh_dr_egypt.
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Then it became v4 http://tf2.gamebanana.com/maps/182202 (http://tf2.gamebanana.com/maps/182202)
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Updated vsh_dr_egypt_v2 to vsh_dr_egypt_v4.
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http://tf2.gamebanana.com/maps/182730 (http://tf2.gamebanana.com/maps/182730) Seems fun.
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[url]http://tf2.gamebanana.com/maps/182730[/url] ([url]http://tf2.gamebanana.com/maps/182730[/url]) Seems fun.
Tanx messaged me about this a week or so ago, I never knew he would make it this much better than the old one in such quick time.
Here's some quick problems i noticed.
-Some traps are hard to tell if their activated.
-Motivator can kill you at spawn
-Motivator spawns in very fast and travels fast.
-Some detail looks ugly.
-Moving lasers trap a bit too hard.
Also he finally made a map without a leak.
-
Added vsh_dr_derelict_prima to the rotation.
-
Updated vsh_dr_castle_steveh_2 to vsh_dr_castle_steveh_2c.
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I want dr_hell back.
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I want dr_hell back.
Unfortunately we cannot grant everyone's wishes else it'd be chaotic, but you can make a poll about it and see if other people agree with you. If they do agree with you, I'm pretty sure Voidy would consider adding it back in.
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I want dr_hell back.
That would be hell.
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http://tf2.gamebanana.com/maps/182962 (http://tf2.gamebanana.com/maps/182962)
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[url]http://tf2.gamebanana.com/maps/182962[/url] ([url]http://tf2.gamebanana.com/maps/182962[/url])
IT'S BACK!!!!!!!!!!!!!
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IT'S BACK!!!!!!!!!!!!!
omg yyyyyyyyyyyyyaaaaaaaasssssssssssssss
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Added vsh_dr_bank_v1 to the rotation.
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Hey I just finished my Deathrun map:
http://tf2.gamebanana.com/maps/183463 (http://tf2.gamebanana.com/maps/183463)
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Hey I just finished my Deathrun map:
[url]http://tf2.gamebanana.com/maps/183463[/url] ([url]http://tf2.gamebanana.com/maps/183463[/url])
Please change that water texture into actual water, oh god,.
EDIT: Spectated around the map, was cool. It seemed VERY VERY BIG. I do also think a lot of textures should be improved on, also minigame was ugly. It's an okay map that's kinda cool.
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Please change that water texture into actual water, oh god,.
EDIT: Spectated around the map, was cool. It seemed VERY VERY BIG. I do also think a lot of textures should be improved on, also minigame was ugly. It's an okay map that's kinda cool.
About the water texture, when I first started creating the map. It was suposed to be the actual water texture, but when I tried to test it, it didn't work (it appeared as the skybox texture) so I had to change it.
And I must admit, I rushed when I was making the minigame.
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About the water texture, when I first started creating the map. It was suposed to be the actual water texture, but when I tried to test it, it didn't work (it appeared as the skybox texture) so I had to change it.
And I must admit, I rushed when I was making the minigame.
Maybe that error because there were leaks in those builds? I might be able to help, don't know. Also fix that Overflow error, this is caused by too much objects in a visleaf. Remove that giant box of skybox around the levels and skybox where necessary. Some lighting could also be improved.
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Maybe that error because there were leaks in those builds? I might be able to help, don't know. Also fix that Overflow error, this is caused by too much objects in a visleaf. Remove that giant box of skybox around the levels and skybox where necessary. Some lighting could also be improved.
I'm editing my map right now. If you want to help me I accept, add me on Steam:
http://steamcommunity.com/profiles/76561198088605661/ (http://steamcommunity.com/profiles/76561198088605661/)
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Does the map have custom music or a hidden music button
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Does the map have custom music or a hidden music button
It plays music at the beginning.
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It plays music at the beginning.
oh my better be some good shit
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Added vsh_dr_pirate_adventure_fix to the rotation.
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I just updated my map, now it's WAY shorter and easier:
http://tf2.gamebanana.com/maps/183463 (http://tf2.gamebanana.com/maps/183463)
Some changes:
- After the first ladder, the player go directly into the cave (6 traps removed)
- The disappearing platforms got nerfed.
- Reduced the speed of the spinning swords.
Some screenshots:
http://postimg.org/image/3qbs2libl/ (http://postimg.org/image/3qbs2libl/)
http://postimg.org/image/ealpl6mtd/ (http://postimg.org/image/ealpl6mtd/)
http://postimg.org/image/juy6vtloh/ (http://postimg.org/image/juy6vtloh/)
http://postimg.org/image/d5rnft0ch/ (http://postimg.org/image/d5rnft0ch/)
http://postimg.org/image/i5p3nr5z5/ (http://postimg.org/image/i5p3nr5z5/)
http://postimg.org/image/a2qxcfldt/ (http://postimg.org/image/a2qxcfldt/)
-
The water texture appears to be missing.
(http://cloud-4.steampowered.com/ugc/44236317015425774/1100842037A5DA909E010B27B42F2040D0BF4F41/)
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The water texture appears to be missing.
Oops I forgot to change the download link. Sorry for that, try again:
http://tf2.gamebanana.com/maps/183463 (http://tf2.gamebanana.com/maps/183463)
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Everything seems to be fine now. Unfortunately, I had to rename the map to vsh_dr_pirate_adventure_baby because the full filename was past the 32 character limit of the source engine when the vsh_ prefix is added.
Updated vsh_dr_pirate_adventure_fix to vsh_dr_pirate_adventure_baby.
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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 (https://www.mediafire.com/?7zyzns9h6ppgddl)
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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.
Fixed, thanks!
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http://steamcommunity.com/sharedfiles/filedetails/?id=344756414 (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.
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Player collision stops the lowering platform on Sawmill.
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Player collision stops the lowering platform on Sawmill.
Fixed, thanks.
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https://www.mediafire.com/?g3i46l6g70uv1ho (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.
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Added vsh_dr_volvagias_lair_beta03 to the rotation.
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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.
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I updated my map yesterday, now all bugs that could delay an entire round are fixed (I hope):
http://tf2.gamebanana.com/maps/183463 (http://tf2.gamebanana.com/maps/183463)
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Updated vsh_dr_pirate_adventure_baby to vsh_dr_pirate_adventure_bby2.
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Updated vsh_dr_delay_b3 to vsh_dr_delay_b3_fix. This should fix issues with the medic player model being invisible.
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http://tf2.gamebanana.com/maps/182962 (http://tf2.gamebanana.com/maps/182962)
Bank has been updated. He said the crashes should be fixed too.
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Updated vsh_dr_bank_v1 to vsh_dr_bank_v2.
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http://tf2.gamebanana.com/maps/184894 (http://tf2.gamebanana.com/maps/184894) !!!!!!!
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Added vsh_dr_cryptnecrodancer_v3 to the rotation.
Sorry for the delay, it's been a long week of classes/new puppy.
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http://tf2.gamebanana.com/maps/178596 (http://tf2.gamebanana.com/maps/178596)
Super Mario 64 got fixed for it's bugs and such.
-
http://tf2.gamebanana.com/maps/184894 (http://tf2.gamebanana.com/maps/184894)
Crypt was updated as well.
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Updated vsh_dr_cryptnecrodancer_v3 to vsh_dr_cryptnecrodancer_v4.
Updated vsh_dr_supermario64_v5 to vsh_dr_supermario64_v6a.
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http://tf2.gamebanana.com/maps/182730 (http://tf2.gamebanana.com/maps/182730)
Derelict has been updated also.
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[url]http://tf2.gamebanana.com/maps/182730[/url] ([url]http://tf2.gamebanana.com/maps/182730[/url])
Derelict has been updated also.
I suggest this doesn't get added as the guy made the map longer, and harder than before.
Also I don't think Crytnecrodancer_v4 and supermario64_v6 were added to the map rotation on the server
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vsh_dr_cryptnecrodancer_v4 is in rotation, but somehow vsh_dr_supermario64_v6a got missed. I've fixed that now, sorry.
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http://tf2.gamebanana.com/maps/184894 (http://tf2.gamebanana.com/maps/184894)
cryptnecrodancer updated
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[url]http://tf2.gamebanana.com/maps/184894[/url] ([url]http://tf2.gamebanana.com/maps/184894[/url])
cryptnecrodancer updated
Oh boy oh boy oh boy! I actually knew all of this because I had contacted him about the timer on color game.
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(Assuming this is the right place to be posting this; I'm used to the game mode, not the forums. :P)
I think the removal of Forice (vsh_dr_forice_b6) should be taken into consideration.
From my personal experience, I can say the map is terrible. Some reasons?
-Terrible appearance. (Essentially nothing but squarish rooms with squarish features, with the squarish hallway connecting the two; also, textures are extremely simplistic, the motivator is basically stolen from Area 51, and I know at least that pumpkin trap is somewhat a near duplicate of the pumpkin trap on Office, albeit with much less effort put into it.)
-Assuming the Hale knows how to aim at a button about the size of a LVL 1 sentry, and there is no freerun, the Hale can win every time with ease. (There are plenty of traps you basically can't trick the Hale into activating, such as the humongous dropping floor, the pumpkin trap which gets you even if you're not standing on the floor (and above it instead), and that exploding hallway between the two traps which kills you even if you're not directly inside.)
--Adding onto this, there are three door traps, one of which even has three doors! This adds an unenjoyable difficulty to the map as four players (or more) could easily be lost simply in the process of guessing doors, leaving the team 4 (or more) players down on the rest of the ridiculous traps on the map. Also, just a note: people always take forever at these doors and the chance of the motivator killing the hesitant players is quite high.
-The map is painfully long. I never bothered counting how many traps there are in all, but it takes a while to get through even WITHOUT the traps, and with the traps, the team basically hesitates to death.
Anyway, enough with my own opinions. From what I've seen on the map, it seems that at least a quarter of the team rtvs almost immediately, if not more, sometimes pleading for the rest to do the same and getting most of the people needed to rtv and then sitting there waiting for the last few needed votes. Many more have complained about the same thing I have from what I have seen, especially the door traps. I know I have seen people switch to spectator or leave so they don't have to waste their turn as Hale, and some others simply leave the server because they can't stand the map and/or are bored out of their minds.
Anyway, I don't want to make this wall of text any larger, and I figure I've gotten my point across, so I'll shush and hope Voidy removes this.
Thanks for reading. :3
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Updated vsh_dr_cryptnecrodancer_v4 to vsh_dr_cryptnecrodancer_v6.
-
wall of text dr_forice
I'm with you here, I really hate that map and I think it should be removed
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http://tf2.gamebanana.com/maps/185345 (http://tf2.gamebanana.com/maps/185345)
by the maker of bank, an earlier project by him, resurrected and brung back from the dead.
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[url]http://tf2.gamebanana.com/maps/185345[/url] ([url]http://tf2.gamebanana.com/maps/185345[/url])
by the maker of bank, an earlier project by him, resurrected and brung back from the dead.
Tested it a few hours ago. Couldn't get my client to not crash so I'm not sure what to say about it.
-
(Assuming this is the right place to be posting this; I'm used to the game mode, not the forums. :P)
I think the removal of Forice (vsh_dr_forice_b6) should be taken into consideration.
From my personal experience, I can say the map is terrible. Some reasons?
-Terrible appearance. (Essentially nothing but squarish rooms with squarish features, with the squarish hallway connecting the two; also, textures are extremely simplistic, the motivator is basically stolen from Area 51, and I know at least that pumpkin trap is somewhat a near duplicate of the pumpkin trap on Office, albeit with much less effort put into it.)
-Assuming the Hale knows how to aim at a button about the size of a LVL 1 sentry, and there is no freerun, the Hale can win every time with ease. (There are plenty of traps you basically can't trick the Hale into activating, such as the humongous dropping floor, the pumpkin trap which gets you even if you're not standing on the floor (and above it instead), and that exploding hallway between the two traps which kills you even if you're not directly inside.)
--Adding onto this, there are three door traps, one of which even has three doors! This adds an unenjoyable difficulty to the map as four players (or more) could easily be lost simply in the process of guessing doors, leaving the team 4 (or more) players down on the rest of the ridiculous traps on the map. Also, just a note: people always take forever at these doors and the chance of the motivator killing the hesitant players is quite high.
-The map is painfully long. I never bothered counting how many traps there are in all, but it takes a while to get through even WITHOUT the traps, and with the traps, the team basically hesitates to death.
Anyway, enough with my own opinions. From what I've seen on the map, it seems that at least a quarter of the team rtvs almost immediately, if not more, sometimes pleading for the rest to do the same and getting most of the people needed to rtv and then sitting there waiting for the last few needed votes. Many more have complained about the same thing I have from what I have seen, especially the door traps. I know I have seen people switch to spectator or leave so they don't have to waste their turn as Hale, and some others simply leave the server because they can't stand the map and/or are bored out of their minds.
Anyway, I don't want to make this wall of text any larger, and I figure I've gotten my point across, so I'll shush and hope Voidy removes this.
Thanks for reading. :3
The map ratings for deathrun (http://stats.saxtonhell.com/Maps/View?type=dr) don't put dr_forice all that far down in the rankings. I think perhaps a poll would be a better way to gauge interest in removing the map. Feel free to make a new thread for the poll and ask DR regulars to vote and we can go from there.
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Just an FYI for you - DR_Bank has been updated to V3 - http://tf2.gamebanana.com/maps/182962 (http://tf2.gamebanana.com/maps/182962)
-
Added vsh_dr_psykopat to the rotation.
-
Added the following maps to rotation:
vsh_dr_aufgeben_v2
vsh_dr_hallway_beta
-
http://tf2.gamebanana.com/maps/185345 (http://tf2.gamebanana.com/maps/185345)
DR_Hourglass has been updated.
Hopefully it should resolve the crashing issue.
-
hallway has been updated http://tf2.gamebanana.com/maps/186222 (http://tf2.gamebanana.com/maps/186222)
-
bank update
http://tf2.gamebanana.com/maps/182962 (http://tf2.gamebanana.com/maps/182962)
-
Updated the following maps:
vsh_dr_bank_v2 to vsh_dr_bank_v3.
vsh_dr_hallway_beta to vsh_dr_hallway_beta3.
[url]http://tf2.gamebanana.com/maps/185345[/url] ([url]http://tf2.gamebanana.com/maps/185345[/url])
DR_Hourglass has been updated.
Hopefully it should resolve the crashing issue.
Unfortunately not. The first load of the map causes clients to crash still.
-
Added vsh_dr_runoff_b1 to the rotation.
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Updated vsh_dr_runoff_b1 to vsh_dr_runoff_b2.
-
bank update
http://tf2.gamebanana.com/maps/updates/182962 (http://tf2.gamebanana.com/maps/updates/182962)
hallway update
http://tf2.gamebanana.com/maps/186222 (http://tf2.gamebanana.com/maps/186222)
-
Updated vsh_dr_hallway_beta3 to vsh_dr_hallway_final.
Updated vsh_dr_bank_v3 to vsh_dr_bank_v4a.
-
Updated vsh_dr_runoff_b2 to vsh_dr_runoff_b3.
-
http://tf2.gamebanana.com/maps/182962 (http://tf2.gamebanana.com/maps/182962)
dr_bank update,
fixes crashing
-
Updated vsh_dr_bank_v4a to vsh_dr_bank_v5.
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dr_orange
http://tf2.gamebanana.com/maps/187142 (http://tf2.gamebanana.com/maps/187142)
only decent new map in the new set of maps on gamebanana,
do not bother adding the rest
-
Added vsh_dr_orange_beta03 to the rotation.
-
http://tf2.gamebanana.com/maps/187142 (http://tf2.gamebanana.com/maps/187142)
organge update
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Updated vsh_dr_orange_beta03 to vsh_dr_orange_v5.
-
http://tf2.gamebanana.com/maps/updates/187142 (http://tf2.gamebanana.com/maps/updates/187142)
orange updates
-
Updated vsh_dr_orange_v5 to vsh_dr_orange_v7.
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Added vsh_dr_steamworks_extreme_b3a to the rotation.
-
Add dr_simpsond
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Add dr_simpsond
dr_simpsons is a kinda broken map that's really easy to rush due to how small the traps are.
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Shameless self-promotion here, but:
Dr_4Halls_V2 - http://steamcommunity.com/sharedfiles/filedetails/?id=536809324 (http://steamcommunity.com/sharedfiles/filedetails/?id=536809324)
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orange update
http://tf2.gamebanana.com/maps/187142 (http://tf2.gamebanana.com/maps/187142)
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Added vsh_dr_4halls_v2 to the rotation.
-
https://dl.dropboxusercontent.com/u/8368863/vsh_dr_4halls_v3.bsp.bz2 (https://dl.dropboxusercontent.com/u/8368863/vsh_dr_4halls_v3.bsp.bz2)
its a 4halls update
-
Updated vsh_dr_4halls_v2 to vsh_dr_4halls_v3.
-
https://dl.dropboxusercontent.com/u/8368863/vsh_dr_4halls_v4.bsp.bz2 (https://dl.dropboxusercontent.com/u/8368863/vsh_dr_4halls_v4.bsp.bz2)
4halls update
-
Updated vsh_dr_4halls_v3 to vsh_dr_4halls_v4.
-
its a bank update
http://tf2.gamebanana.com/maps/182962 (http://tf2.gamebanana.com/maps/182962)
-
Updated vsh_dr_bank_v5 to vsh_dr_bank_v6.
-
Normal version
http://tf2.gamebanana.com/maps/188438 (http://tf2.gamebanana.com/maps/188438)
Harder version
http://tf2.gamebanana.com/maps/188650 (http://tf2.gamebanana.com/maps/188650)
Friend said dr_bearun is a challenge. Steamworks hard.
-
Spring (or almost spring) cleaning time!
Removed the following maps from rotation:
vsh_dr_basicbrick_final
vsh_dr_cliffsideb4
vsh_dr_corridor_v2
vsh_dr_darkwoods_b1
vsh_dr_dev_v2
vsh_dr_may_fixed3
vsh_dr_smexytraps_v2
vsh_dr_tonnel_v2
vsh_dr_woods_b5
Friend said dr_bearun is a challenge. Steamworks hard.
Friend unfortunately doesn't understand why steamworks is hard. The map needs work, there's a couple breakable platforms we'd need our anti-griefing plugin, and there's one airstrafe "trap" that doesn't behave and will end up just killing everyone.
-
Updated vsh_dr_goldfever_b2 to vsh_dr_goldfever_tf2_b3.
Updated vsh_dr_time_travel_b4 to vsh_dr_time_travel_v5.
-
What did the Time Travel update even change?
-
The addition of a freerun button and some bug fixes supposedly.
-
Yeah I just saw the button. Haven't noticed any fixes though.
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https://mega.nz/# (https://mega.nz/#)!2VwWBRDC!LS2HjsVqzzR2J9kD1TT9N48B_15FsiWp7vZ7ONbn-6I
universe update
-
Updated vsh_dr_universe_v4 to vsh_dr_universe_v5.
-
Updated vsh_dr_goldfever_tf2_b3 to vsh_dr_goldfever_tf2_b4.
-
Updated vsh_dr_runoff_b3 to vsh_dr_runoff_b4.
-
Space update: https://www.dropbox.com/s/59adc76i3n2gne9/vsh_dr_space_v13.bsp.bz2?dl=0 (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 (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)
-
Updated vsh_dr_space_v10 to vsh_dr_space_v13.
Updated vsh_dr_coldmetal_final_fix to vsh_dr_coldmetal_rebalance_fix.
-
Removed the following maps from rotation:
vsh_dr_wooden_v3_ig
vsh_dr_pool_party_final_fix
vsh_dr_pain_facility
vsh_dr_inca_v8
vsh_dr_forice_b6
vsh_dr_aufgeben_v2
vsh_dr_badwater_fix
vsh_dr_orange_v7
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https://dl.dropboxusercontent.com/u/8368863/vsh_dr_4halls_v6.bsp.bz2 (https://dl.dropboxusercontent.com/u/8368863/vsh_dr_4halls_v6.bsp.bz2) = 4halls update
https://dl.dropboxusercontent.com/u/8368863/vsh_dr_bank_v7.bsp.bz2 (https://dl.dropboxusercontent.com/u/8368863/vsh_dr_bank_v7.bsp.bz2) = Bank Update
http://gamebanana.com/maps/166110 (http://gamebanana.com/maps/166110) = Block update, I dont like it but people want it, huge mishmash of styles and it's ugly. your choice
Don't worry about the renaming issue here as top 2 are vsh made versions, and block is originally named with vsh
-
Updated the following maps:
vsh_dr_bank_v6 -> vsh_dr_bank_v7
vsh_dr_4halls_v4 -> vsh_dr_4halls_v6
vsh_dr_block_v6 -> vsh_dr_block_v9
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http://gamebanana.com/maps/192767 (http://gamebanana.com/maps/192767) - New Map
I would still higly reccomend editing the vsh plugin to support maps with dr_ namings so we can add new maps without breaking things and to hopefully bring in players, no idea what could happen for this map without, if you do then we can update to runoff to the version below sucessfully.
--
http://gamebanana.com/maps/191896 (http://gamebanana.com/maps/191896) - Runoff Update (only if we fix the issue)
No need to rename all the other maps, we can jsut start keeping the namings of new maps
-
Added vsh_dr_psykopat2_v2 to the rotation.
-
dr_firetemple (http://gamebanana.com/maps/194602)
dr_tf2_museum (http://gamebanana.com/maps/194937)
Also, about dr_badwater's removal:
If I fixed the bug where you could only see a missing texture when underwater (pretty much map breaking), would you be willing to re-add it?
-
dr_pauseahead (http://[http://gamebanana.com/maps/192052)
It's a nice-looking retro map with great music.
dr_undertale (http://[url=http://gamebanana.com/maps/191701)
While the map and music are good, the minigames are pretty fun.
-
Added the following maps to the rotation:
vsh_dr_undertale_finished
vsh_dr_firetemple_b2a
vsh_dr_pauseahead_v13
vsh_dr_tf2_museum_v5_fix
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Fuck it here's some maps. I want this server to be alive again and I'd love if events could be hosted like the ones for the VSH server.
I'm getting nostalgia writing up this.
NEW:
https://gamebanana.com/maps/196245 (https://gamebanana.com/maps/196245) - monkeyball
https://gamebanana.com/maps/198565 (https://gamebanana.com/maps/198565) - home sweet home
https://gamebanana.com/maps/196106 (https://gamebanana.com/maps/196106) - retroland
https://gamebanana.com/maps/193868 (https://gamebanana.com/maps/193868) - mandrillmaze
https://mega.nz/#!3YZUSSCZ!ySDgRyVzZLVbemmX9YEEQM7gBGXgH-Ow9XOPrxP8B_E (https://mega.nz/#!3YZUSSCZ!ySDgRyVzZLVbemmX9YEEQM7gBGXgH-Ow9XOPrxP8B_E) - technoir impossible
UPDATES:
https://gamebanana.com/maps/198821 (https://gamebanana.com/maps/198821) - big egypt update, remove the kill zones you had set before because the pit has been overhauled
https://gamebanana.com/maps/182962 (https://gamebanana.com/maps/182962) - bank update
https://mega.nz/#!HEI1jATZ!hYyT9t6-d4i1Qafn4z-eRSsz1q25ARp2URT4WgvQbI8 (https://mega.nz/#!HEI1jATZ!hYyT9t6-d4i1Qafn4z-eRSsz1q25ARp2URT4WgvQbI8) - big necrodancer update, new area
REMOVE:
vsh_dr_coldmetal_rebalance_fix - please
-
New:
https://gamebanana.com/maps/195611 (https://gamebanana.com/maps/195611) - Trollrun Redux, a different version of Trollrun, add it separately.
https://gamebanana.com/maps/198961 (https://gamebanana.com/maps/198961) - Underworld
Updates:
https://mega.nz/#!CNRhCASR!-S4kO9sGPJD6BWBx-I5EnaxqF5N8361dRbMWH3v31x4 (https://mega.nz/#!CNRhCASR!-S4kO9sGPJD6BWBx-I5EnaxqF5N8361dRbMWH3v31x4) - Office V5, OFFICIAL UPDATE. This isn't an edit, this is the real deal!
The first trap was changed a bunch so Hale is teleported down there when no-one else is alive, so I'd delay the killzone for it and have it RED only (If it isn't already).
Additionally the cage area killzone should be changed to cover the sparta egg area only.
-
-THESE MAPS MUST NOT BE RENAMED-
NEW: https://fortresslabs.tf/playstation/ (https://fortresslabs.tf/playstation/) - The most amazing map we've all been waiting for: Playstation!
Make sure to follow instructions in the readme to make the Wipeout minigame faster and more fun. + also have tf_allow_player_use 1 on!
UPDATE: https://gamebanana.com/maps/191896 (https://gamebanana.com/maps/191896) - Update to Runoff!
-
more stuff to remove:
vsh_dr_cube_v2 - Just a crappier running.
vsh_dr_sunbaked_d - Bad edit of an already bad map.
vsh_dr_space_v13 - Quiche ports are horrible.
vsh_dr_sketchyrun_final2 - Leaked map, also very boring and lazy.
vsh_dr_factory_v3b_custom - Boring lazy map.
vsh_dr_hallway_final - Lazy leaked map.
vsh_dr_undertale_finished - Atrocious map.
vsh_dr_tf2_museum_v5_fix - Bunbun maps are oversaturated to the point where deathrun becomes worse because of them and this one is bad enough to go.
-
Out of all the maps I posted above, make sure ONLY OFFICE has the vsh_dr_ prefix.
-
Out of all the maps currently in the maplist, make sure ONLY THESE have the vsh_dr_ prefix:
vsh_dr_aconian_final2
vsh_dr_block_v9
vsh_dr_dust_b3_fixed
vsh_dr_forest_b7
vsh_dr_gaytower_v2_fixed
vsh_dr_ironworks_beta03
vsh_dr_slay_b5
vsh_dr_steamworks_extreme_b3a
vsh_dr_time_travel_v5
+office
-
Finally, I'd remove the automatic door picking server logic from all maps that have it and I'd re-add the "UNSELECTED" text to trollrun.
-
https://gamebanana.com/maps/194602 (https://gamebanana.com/maps/194602) - firetemple update
-
Regarding delay_fix, since it is a rename we should bring it back to the original delay_b3, what was different with it anyways?
https://gamebanana.com/maps/177033 (https://gamebanana.com/maps/177033)
-
https://mega.nz/#!fZQxFKya!kxkFbzSCwMuEF8P-_IfLFrZTxcv6h7eEjuElhlKcTSY (https://mega.nz/#!fZQxFKya!kxkFbzSCwMuEF8P-_IfLFrZTxcv6h7eEjuElhlKcTSY) - Really unique and fun map, however we must strip everyone to melee and disable weapons like sandman, wrap assassin, and caber for it.
-
https://gamebanana.com/maps/185345 (https://gamebanana.com/maps/185345) - Hourglass! It's finally fully fixed and doesn't crash anymore!
-
shameless bump
-
Added the following maps to rotation:
vsh_dr_supermonkeyball_v4_2
vsh_dr_trollrun_redux
vsh_dr_technoir_v2_impossible
vsh_dr_mandrillmaze_v2_4
vsh_dr_minigames_b2
vsh_dr_underworld_final
vsh_dr_home_sweet_home_v4
vsh_dr_retroland_fix
vsh_dr_hourglass_v5
Updated the following maps:
vsh_dr_bank_v7 -> vsh_dr_bank_v11
vsh_dr_firetemple_b2a -> vsh_dr_firetemple_b4a
vsh_dr_office_v2 -> vsh_dr_office_v5
vsh_dr_runoff_b4 -> vsh_dr_runoff
vsh_dr_cryptnecrodancer_v6 -> vsh_dr_cryptnecrodancer_v7
vsh_dr_egypt_v4 -> vsh_dr_egypt_final_fix2
-
Yeah yeah not happy about the maps still being renamed but I talked to Voidy and stuff should get sorted soon!
--
In the case of what a map was originally shared as, keep these as vsh_dr_:
vsh_dr_block_v9
vsh_dr_coldmetal_rebalance_fix
vsh_dr_crash_bandicoot_v6
vsh_dr_dust_b3_fixed
vsh_dr_forest_b7
vsh_dr_gaytower_v2_fixed
vsh_dr_goldfever_tf2_b4
vsh_dr_hot_desert_v9_fix
vsh_dr_ironworks_beta03
vsh_dr_minecraftworld_b3
vsh_dr_office_v5
vsh_dr_slay_b5
vsh_dr_space_v13
vsh_dr_steamworks_extreme_b3a
vsh_dr_time_travel_v5
However, in the case of which maps get broken when renamed, keep these as vsh_dr_: (choose this list or the above list)
vsh_dr_coldmetal_rebalance_fix
vsh_dr_crash_bandicoot_v6
vsh_dr_dust_b3_fixed
vsh_dr_forest_b7
vsh_dr_hot_desert_v9_fix
vsh_dr_space_v13
--
Make sure to rename pirate adventure back to dr_baby_pirate_adventure_fix2 , for you renamed it further cause the filename didn't fit with vsh_!
--
Playstation - The most important map in deathrun history:
https://fortresslabs.tf/playstation/deathrun_playstation.zip (https://fortresslabs.tf/playstation/deathrun_playstation.zip)
Technoir update:
https://mega.nz/# (https://mega.nz/#)!bZIkHAKa!QKP6Mzty1FywdabnoRRUZIGdZygkmODjxuUOzvFjwos
--
Add this to the winterhill_beta2 stripper config! This will stop the map from crashing players:
filter:
{
"classname" "infodecal"
}
--
Bonus: Set tf_allow_player_use to 1 please! :)
-
Updated dr_technoir_v2_impossible to dr_technoir_v6_impossible.
Added dr_playstation_final to the rotation.
-
new:
https://gamebanana.com/maps/207866 (https://gamebanana.com/maps/207866)
https://gamebanana.com/maps/207857 (https://gamebanana.com/maps/207857)
https://gamebanana.com/maps/190961 (https://gamebanana.com/maps/190961)
update:
https://gamebanana.com/maps/187778 (https://gamebanana.com/maps/187778)
https://gamebanana.com/maps/206960 (https://gamebanana.com/maps/206960)
https://gamebanana.com/maps/196245 (https://gamebanana.com/maps/196245)
-
@111112oo The second link under New says "This Map is private and can only be viewed by the owner, moderators, permit holders and studio leaders (and studio members if group-private)."
-
yeah there was a major bug with that map and it will go back online once its fixed
-
The marioworld map which I posted above is fixed and back online.
-
new:
https://gamebanana.com/maps/208101 (https://gamebanana.com/maps/208101) (You'll need to write a quick Stripper config to make the motivator not kill Hale here.)
You still need to add this to the winterhill Stripper config to make the map not crash players. It targets all the decals cause all the decals are able to cause crashes since they are on moving objects.
filter:
{
"classname" "infodecal"
}
-
Added the following maps:
dr_badger_escape_rc1
dr_neonoir_impossible_v6x
dr_marioworld_redux_final1
Updated the following maps:
dr_underworld_final -> dr_underworld_redux
dr_supermonkeyball_v4_2 -> dr_supermonkeyball_v4_3
dr_4halls_v6 -> dr_4halls_v7
(You'll need to write a quick Stripper config to make the motivator not kill Hale here.)
Ran out of time getting this in place... This stuff becomes a little harder these days cause maps are BSPZIP'd. I'll see if I can find some time soon to fix this.
You still need to add this to the winterhill Stripper config to make the map not crash players. It targets all the decals cause all the decals are able to cause crashes since they are on moving objects.
We've actually had that in place already - not sure why it's not working though, still digging.
-
.
-
Updated the following maps:
dr_supermonkeyball_v4_3 to dr_supermonkeyball_v5a
dr_baby_pirate_adventure_fix2 to dr_pirate_adventure_v3
dr_neonoir_impossible_v10x to dr_neonoir_impossible_v10x
dr_minigames_b2 to dr_minigames_b7
dr_supermario64_v6a to dr_supermario64_v6b
Added the following maps:
dr_madfacility_v7b
dr_simulacrum_v2fix
dr_forgotten_origin_v2b
dr_supermarket_v4b
dr_madness_combat_ne_v3
dr_minecraft_land_v4f
dr_stupidity_v2g
dr_corpsypas_v2b
dr_pq_112
dr_waterworks_b2a
dr_luigis_mansion_v1
dr_tim_allen_v2b
dr_scooby_doo_v5a
dr_division_v2b
dr_champions_destiny_v2b
dr_boomershooter_b8c
dr_chipper_v3
dr_spinner_v1d
dr_fall_guys_v2
dr_junglemines_v7
dr_bazinga_remake_b1b
dr_manor_a4
dr_paradoxal_b10
dr_nighttown_v1_3
dr_outrun_v1c
dr_r60d_redux_fix4b
dr_newgrounds_hq_v7b_fix
dr_la_meltdown_3c
dr_redmesa_v2
dr_hellfire_v2
Removed the following maps:
vsh_dr_coldmetal_rebalance_fix
-
You should add this map: https://gamebanana.com/mods/457000 (https://gamebanana.com/mods/457000)
A whole deathrun course based off the sonic.exe game
Not fucking 100MB
Not an easy map
2 Secrets
16 Traps
And many more
-
Not fucking 100MB
I dig it.
Updated the following maps:
dr_newgrounds_hq_v7b_fix -> dr_newgrounds_hq_v8b
dr_simulacrum_v2fix to -> dr_simulacrum_v2a
Added the following maps:
dr_cybertower_v3
dr_facility_v4
dr_sonic_exe_remade_v2c
-
Updated again https://gamebanana.com/mods/457000 (https://gamebanana.com/mods/457000)
-
Updated dr_sonic_exe_remade_v2c to dr_sonic_exe_remade_v2d
Added the following maps:
dr_neco_arc_v1a
dr_sudatory_v1
-
Updated dr_bank_v11 to dr_bank_v13.
-
Updated the following maps:
dr_cybertower_v3 -> dr_cybertower_v4
dr_facility_v4 -> dr_facility_v5
dr_forgotten_origin_v2b -> dr_forgotten_origin_v2bfix
dr_redmesa_v2 -> dr_redmesa_v3
dr_simulacrum_v2a -> dr_simulacrum_v2bfix
dr_sonic_exe_remade_v2d -> dr_sonic_exe_remade_v2e
dr_sudatory_v1 -> dr_sudatory_v1a
dr_waterworks_b2a -> dr_waterworks_v1a
Added dr_fandomino_v3e to the rotation.
-
Updated dr_neco_arc_v1a to dr_neco_arc_v1cfix.
Added dr_department_beta to the rotation.
-
Removed dr_marioworld_redux_final1 and vsh_dr_space_v13 from the rotation.
-
Updated dr_sonic_exe_remade_v2e to dr_sonic_exe_remade_v2f.
Added dr_dustgrowl_v1 to the rotation.
-
You should updated dr_sonic_exe to v2g https://gamebanana.com/mods/457000 (https://gamebanana.com/mods/457000)
and add Deathrun Hell Lands https://gamebanana.com/mods/532896 (https://gamebanana.com/mods/532896)
-
You should updated dr_sonic_exe to v2g https://gamebanana.com/mods/457000 (https://gamebanana.com/mods/457000)
and add Deathrun Hell Lands https://gamebanana.com/mods/532896 (https://gamebanana.com/mods/532896)
Thanks!
Updated dr_sonic_exe_remade_v2f to dr_sonic_exe_remade_v2g.
Added dr_hell_lands_v1a and dr_mariokart_b1 to the rotation.
-
Hell Lands needs to be updated to v2 https://gamebanana.com/mods/532896 (https://gamebanana.com/mods/532896)
-
Updated dr_hell_lands_v1a to dr_hell_lands_v2a.
Added dr_cybertower_v3 to the rotation (along-side dr_cybertower_v4).
-
Added dr_qubic_v1_1 to the rotation.
Updated the following maps:
dr_dustgrowl_v1 -> dr_dustgrowl_v1a
dr_fandomino_v3e -> dr_fandomino_v3e_fix2
dr_hell_lands_v2a -> dr_hell_lands_v2c
dr_newgrounds_hq_v8b -> dr_newgrounds_hq_v9b
dr_sonic_exe_remade_v2g -> dr_sonic_exe_remade_v2j
-
Added dr_diddydoit_v1_2 to the rotation.
-
Added dr_pokemon_b1a to the rotation.
Updated the following maps:
dr_sonic_exe_remade_v2j -> dr_sonic_exe_remade_v2l
dr_hell_lands_v2c -> dr_hell_lands_v2d
dr_fandomino_v3e_fix2 -> dr_fandomino_v3e_fix3
-
Updated the following maps:
dr_cocainum_v2_1_xmas -> dr_cocainum_v2_1_xmas_fix
dr_pokemon_b1a -> dr_pokemon_b1b
-
Added dr_berlin_redux_v8c to the rotation.
-
Added dr_nostalgia_roblox_v1c to the rotation.
-
Added dr_xe98xtreme_v2b to the rotation.
-
Added the following maps to rotation:
dr_lostzones_v1c
dr_mlg_bearun_extended_v2beta1
-
Updated dr_sonic_exe_remade_v2l to dr_sonic_exe_remade_v3b.
Added dr_squid_game_v1_hotfix to the rotation.
-
Updated the following maps in the rotation:
dr_sonic_exe_remade_v3b -> dr_sonic_exe_remade_v3f
dr_simulacrum_v2bfix -> dr_simulacrum_v2c
dr_squid_game_v1_hotfix -> dr_squid_game_v2a
dr_department_beta -> dr_department_v2b
dr_neco_arc_v1cfix -> dr_neco_arc_v1d
-
Updated dr_sonic_exe_remade_v3f to dr_sonic_exe_remade_v3g2.
Added the following maps to rotation:
dr_bits_b4b
dr_bog_v2d
-
Updated the following maps in the rotation:
dr_bits_b4b -> dr_bits_b5
dr_boomershooter_b8c -> dr_boomershooter_b9
dr_pokemon_b1b -> dr_pokemon_b2
Removed dr_mlg_bearun_extended_v2beta1 from the rotation.
-
Updated the following maps in the rotation:
dr_fandomino_v3e_fix3 -> dr_fandomino_v4b
dr_pokemon_b2 -> dr_pokemon_b2b
Added dr_timbercrove_v1 to the rotation.
-
Updated the following maps in the rotation:
dr_pq_112 -> dr_pq_120
dr_sonic_exe_remade_v3g2 -> dr_sonic_exe_remade_v3h
-
Updated dr_pq_120 to dr_pq_122.