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Messages - DMG

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1
Deathrun Hell / Re: Platform trolling
« on: May 14, 2014, 07:46:02 pm »
Well we have pushing disabled on Mario, Space, and Wolfenstein for problem areas. I'm surprised they haven't done so already for Safety.

2
Deathrun Hell / Re: Ironworks bugs
« on: May 13, 2014, 10:16:57 pm »
Awesome! That's really all that people have a problem with: this map is pretty cool otherwise.

3
Deathrun Hell / Ironworks bugs
« on: May 11, 2014, 07:57:01 pm »
Second trap is well known for breaking, and ruining the round for any player that hasn't crossed over yet. I dunno what makes the bug occur, but I'm guessing it's when more than 1 person crosses at the same time due to obvious platform issues with multiple people.

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

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

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

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

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







4
Deathrun Hell / Re: I blame -random player name- script?
« on: May 02, 2014, 07:48:46 pm »
It's a bind. Plenty of people have binds, let's you spam whatever worthless message you *think* people need to read a lot. Don't google them, don't use them, just stay away.

5
Submit Ban / Re: Someone is offending me with porn of ME.
« on: March 23, 2014, 04:10:38 pm »
I would bring it up with steam perhaps?

6
Deathrun Hell / Re: Aconian bug/problem
« on: March 10, 2014, 01:39:08 pm »
I've seen the color be picked at random for Hale players that are AFK (so I figured the same would happen that round). This guy wasn't afk, just blatantly refused to pick a color and we died. I'm hoping that isn't abusable.


7
Deathrun Hell / Aconian bug/problem
« on: March 09, 2014, 08:42:49 pm »
At the beginning of Aconian, when Hale picks a color and the door opens for the players to fall through, apparently you can sit around as Hale and not choose/open the door. We were forced to sit in the spawn room, until Motivator came and killed us all.

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

So yeah, fix that shit yo



8
Deathrun Hell / Re: Wolfenstein broked yo
« on: February 09, 2014, 03:13:50 am »
Hitler getting ahead of people near the end is so troll. I've seen people go at a decent pace, just to get scewed by Hitler porting super far ahead. I've also seen Hitler get delayed/stuck on the Hammers, very odd looking.

9
Deathrun Hell / Re: vsh_dr_area_51_b1
« on: January 26, 2014, 07:35:59 pm »
Awesome! That's good

10
Deathrun Hell / Re: vsh_dr_hell_b6
« on: January 26, 2014, 07:35:21 pm »
Get rid of it. Needs a lot of modifications imo to be worth it.

11
Trading Hell / Re: Trading Thread
« on: January 25, 2014, 05:45:43 pm »
Selling a complete Vint Level 0 Hat + Weapon collection. All 30/30 hats, and all 18/18 weapons, in Level 0. None of the hats or weapons are duped either


12
Deathrun Hell / Re: vsh_dr_area_51_b1
« on: January 24, 2014, 10:09:24 pm »
The map itself isn't crappy or bad. Just the code door. Remove it and you have a pretty decent map! Everybody wins!

13
Deathrun Hell / Re: Removal of area51
« on: January 24, 2014, 06:34:07 pm »
I'm a bit surprised people are defending the code door. The negatives about that door clearly outweigh what it should normally add to the map. Multiple people pay attention to the random code, post it clearly in chat, and then by the time we all get there... invariably someone ruins it. By accident or by fault, the wrong code is put in and that round is almost surely over. I know there's a workaround, where you can fix the door even after some idiot runs afoul. But that fix doesn't seem very straight forward.


I've never heard someone publicly explain how to reset the door. I've seen it happen every Blue Moon, just as I see people on Trollrun every while get past the "Sacrifice!" door without dying (I've even done it a few times to luck). I think that the solution to literally a round ending problem, should be more well known and should not be so vaguely known. This isn't a minor easter egg for a trail, a music box, it's literally a fix for the dumb consequences on the round for one person failing the trap. If you guys are really that adamant, then the very least that could be done is making it more public on how to fix the door. I haven't gone through much of these forums, so if it's posted somewhere here already in big bold text, then I'm sorry.


This is something that can, and should, be improved to facilitate a better experience for the Death Run players. If that's not the goal, then please tell me why pushing was disabled at many "problem areas" on maps like Wolfenstein, the Mario Maps near the beginning, etc. You could use the same argument for those! "Get better", "Stop Whining", etc. If we are going to be this tough on a major problem, then let's go back and revert much more minor changes that made maps "easy mode" hmm?

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