Author Topic: Map Rotation / Map Suggestions  (Read 274488 times)

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #465 on: June 29, 2014, 03:43:54 am »
Well, after testing it with a couple people I'm pretty sure it's ready to be suggested here.

vsh_dr_yaybread

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.

  • 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.

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #466 on: June 29, 2014, 03:58:22 am »
Updated vsh_dr_supermario64_v4 to vsh_dr_supermario64_v5.

Offline Quiche Robbery

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Re: Map Rotation / Map Suggestions
« Reply #467 on: July 07, 2014, 09:50:46 am »
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

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #468 on: July 10, 2014, 12:55:10 pm »
Updated vsh_dr_space_v5 to vsh_dr_space_v10.

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #469 on: July 26, 2014, 11:48:18 pm »
Updated vsh_dr_delay_b2 to vsh_dr_delay_b3.
Updated vsh_dr_ironworks_beta02 to vsh_dr_ironworks_beta03.

Offline Punishment_Fatal

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Re: Map Rotation / Map Suggestions
« Reply #470 on: August 06, 2014, 01:46:52 am »

Usually around Trading Hell and Zombie Hell. Message me on Steam if you need something.

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #471 on: August 06, 2014, 03:12:09 am »
Added vsh_dr_egypt_v2 to the rotation.

Offline festivePEWPEW

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Re: Map Rotation / Map Suggestions
« Reply #472 on: August 12, 2014, 12:31:42 pm »


Basically you can bypass the motivator by staying where the yellow arrow is then go behind the motivator.

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #473 on: August 12, 2014, 02:52:39 pm »
Basically you can bypass the motivator by staying where the yellow arrow is then go behind the motivator.

Fixed, thanks!

Offline festivePEWPEW

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Re: Map Rotation / Map Suggestions
« Reply #474 on: August 17, 2014, 03:53:04 pm »


this is in dr_dev_v2, on the third trap (explosion platforms) scouts basically use their bonks to get out from the map

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #475 on: August 17, 2014, 03:53:57 pm »
That's fixed, thanks.

Offline 111112oo

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dr_dungeon
« Reply #476 on: August 22, 2014, 06:18:21 pm »
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.
« Last Edit: August 22, 2014, 06:54:02 pm by 111112oo »

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #477 on: August 22, 2014, 08:48:32 pm »
Added vsh_dr_dungeon_alpha2 to the rotation.

Offline 111112oo

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dr_dungeon_beta
« Reply #478 on: August 25, 2014, 05:23:31 pm »

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #479 on: August 26, 2014, 04:54:50 pm »
Updated vsh_dr_dungeon_alpha2 to vsh_dr_dungeon_beta.