Author Topic: Map Rotation / Map Suggestions  (Read 274232 times)

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #240 on: November 23, 2013, 01:02:49 pm »
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.

Offline BLAKUboy

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Re: Map Rotation / Map Suggestions
« Reply #241 on: November 23, 2013, 01:13:21 pm »
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.
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Offline 111112oo

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Re: Map Rotation / Map Suggestions
« Reply #242 on: November 27, 2013, 02:33:42 pm »
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
« Last Edit: November 27, 2013, 11:48:47 pm by 111112oo »

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #243 on: November 29, 2013, 12:33:04 am »
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.

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #244 on: November 29, 2013, 12:48:32 am »
Added vsh_dr_gaytower_v2_fixed to the rotation.

Offline 111112oo

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Re: Map Rotation / Map Suggestions
« Reply #245 on: November 30, 2013, 12:32:51 am »
doublepost
« Last Edit: November 30, 2013, 12:34:58 am by 111112oo »

Offline 111112oo

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Re: Map Rotation / Map Suggestions
« Reply #246 on: November 30, 2013, 12:34:38 am »
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.
« Last Edit: November 30, 2013, 12:38:14 am by 111112oo »

Offline BLAKUboy

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Re: Map Rotation / Map Suggestions
« Reply #247 on: November 30, 2013, 02:01:48 pm »
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.
« Last Edit: November 30, 2013, 03:53:59 pm by BLAKUboy »
I am totally the prettiest girl on the Prop Hunt server.
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Offline BLAKUboy

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Re: Map Rotation / Map Suggestions
« Reply #248 on: November 30, 2013, 02:56:11 pm »
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 am totally the prettiest girl on the Prop Hunt server.
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Offline 111112oo

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Re: Map Rotation / Map Suggestions
« Reply #249 on: November 30, 2013, 09:29:28 pm »
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.

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #250 on: December 01, 2013, 06:26:03 am »
Updated vsh_dr_block_v4 to vsh_dr_block_v6.
Added vsh_dr_universe_v4 to the rotation.


Dr_block updated: http://tf2.gamebanana.com/maps/166110
(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. Luckily we have a plugin that fixes that by just removing them.

Waterarea: https://www.dropbox.com/s/mgqd5ecsy32zzjs/dr_waterarea_v5.bsp

This map is missing some textures, and is also suffering from poor networking issues. 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 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.

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.

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.

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.
« Last Edit: December 01, 2013, 06:45:48 am by VoiDeD »

Offline BLAKUboy

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Re: Map Rotation / Map Suggestions
« Reply #251 on: December 01, 2013, 03:42:06 pm »
Second crate trap just flat out kills you it seems. So yeah, should be good.
Thank you Voidy.
I am totally the prettiest girl on the Prop Hunt server.
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Offline BLAKUboy

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Re: Map Rotation / Map Suggestions
« Reply #252 on: December 01, 2013, 04:09:30 pm »
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.
I am totally the prettiest girl on the Prop Hunt server.
#PrettiestGirl2013 #SoTryhard

Offline 111112oo

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Re: Map Rotation / Map Suggestions
« Reply #253 on: December 01, 2013, 09:29:47 pm »
Quote
This map is missing some textures, and is also suffering from poor networking issues. 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?

« Last Edit: December 02, 2013, 02:30:11 pm by 111112oo »

Offline BLAKUboy

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Re: Map Rotation / Map Suggestions
« Reply #254 on: December 02, 2013, 09:53:49 pm »
Were we working on a fix for the moving platforms getting stuck problem?
I am totally the prettiest girl on the Prop Hunt server.
#PrettiestGirl2013 #SoTryhard