Deathrun Hell Map Rotation / Map Suggestions

  1. Re: Map Rotation / Map Suggestions

    #10381
    BLAKUboy wrote View original post
    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.
  2. Re: Map Rotation / Map Suggestions

    #10382
    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.
  3. Re: Map Rotation / Map Suggestions

    #10433
    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.
  4. Re: Map Rotation / Map Suggestions

    #10436
    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.
  5. Re: Map Rotation / Map Suggestions

    #10437
    BLAKUboy wrote View original post
    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.
  6. Re: Map Rotation / Map Suggestions

    #10442
    Updated vsh_dr_block_v4 to vsh_dr_block_v6.
    Added vsh_dr_universe_v4 to the rotation.


    111112oo wrote View original post
    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.

    111112oo wrote View original post

    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.

    111112oo wrote View original post
    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.

    BLAKUboy wrote View original post
    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.

    BLAKUboy wrote View original post
    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.

    BLAKUboy wrote View original post
    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.
  7. Re: Map Rotation / Map Suggestions

    #10443
    Second crate trap just flat out kills you it seems. So yeah, should be good.
    Thank you Voidy.
  8. Re: Map Rotation / Map Suggestions

    #10444
    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.
  9. Re: Map Rotation / Map Suggestions

    #10446
    Quoted text
    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?

Archive Notice

The Saxton Hell community forums have been retried. This website is available as a read-only archive. Join us on Discord for the latest discussions!

Join the Saxton Hell Discord server