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.