Deathrun Hell Map Rotation / Map Suggestions

  1. Re: Map Rotation / Map Suggestions

    #12324
    Punishment_Fatal wrote View original post
    http://tf2.gamebanana.com/maps/180295 Hey look, it's a better castle! :P (Replaces Castlerun).

    I was finsihing off the map knowing that map was coming out. I dreaded when I heard it was coming out on gamebanana. As this was likely going to happen.
    Also I started it before this map.
    WELL THAT'S GREAT

    It has
    -No bhop
    -No fight
    -Textures close to the old shithole.
    -No trail
    -Less traps
    -Stop raging at the spinning door, its easy when you know how, and It's not broken.

    Could we still keep my version and have more original content for our server? If you have any suggestions for my re-port, suggest them!
  2. Re: Map Rotation / Map Suggestions

    #12325
    111112oo wrote View original post
    Could we still keep my version and have more original content for our server? If you have any suggestions for my re-port, suggest them!
    I thought you were against having two versions of the same map?

    Anyway, I like the one we have now. I gave the one that is being suggested a shot and it seems to be a step backwards in quality. To quote 111112oo,
    111112oo wrote View original post
    It has
    -No bhop
    -No fight
    -Textures close to the old shithole.
    -No trail
    -Less traps

    and yes, the spinning door is pretty easy once you have the timing down. Removing a trap just because it is "hard" doesn't make much sense to me.
  3. Re: Map Rotation / Map Suggestions

    #12328
    Knucklejoe wrote View original post
    I thought you were against having two versions of the same map?


    I am, You might of taken my words the wrong way.
  4. Re: Map Rotation / Map Suggestions

    #12342
    Could we turn pushing off on the breaking platform in castlerun? So many deaths there.
  5. Re: dr_ironworks

    #12375
    111112oo wrote View original post
    https://dl.dropboxusercontent.com/u/65113316/tf/maps/dr_ironworks_beta.bsp.bz2
    Safety First has a rival.

    NOTE: Put a killzone over the teleport of the 3rd trap,people can go in before it activates and bug it up.


    Hey man, what is this? If you're going to add this to a rotation you might as well notify me. You've been all over this project since alpha, I was hoping that you'd have the common decency to at least let me know it's being used somewhere.
  6. Re: Map Rotation / Map Suggestions

    #12376
    For the record, we haven't added your map to rotation yet, it was only suggested.

    We'll hold back on adding it to rotation pending your approval.
  7. Re: Map Rotation / Map Suggestions

    #12378
    Moronmaster wrote View original post
    Hey man, what is this? If you're going to add this to a rotation you might as well notify me. You've been all over this project since alpha, I was hoping that you'd have the common decency to at least let me know it's being used somewhere.

    Sorry bout that. I did ask vincentor first though as I didn't have you on my friends list. He said "It's okay I guess"  eh.
  8. Re: Map Rotation / Map Suggestions

    #12384
    Eh, it's alright. I just want to know that some people are actually playing it, since I spent quite a bit of time on this. Go ahead and add me on Steam if you have any further inquiries.

    And you have my blessing to put this in any map rotations you see fit.
    Forum post image
  9. Re: Map Rotation / Map Suggestions

    #12387
    Moronmaster wrote View original post
    And you have my blessing to put this in any map rotations you see fit.

    Awesome, thanks!

    Added vsh_dr_ironworks_beta to the rotation.
  10. Re: Map Rotation / Map Suggestions

    #12423
    I've decided to make another one of my ports publicly avaliable. This one is a port of dr_crash_medieval, a visually stunning map that features tf2 models and textures, so it would look good in TF2. I've ported everything, including the minigames, pickups and traps. Be sure to contact me if anything goes wrong.

    Current issues:
    - Hale has a 0.5 second head start in barrels mini
    - One button is a bit hard to hit, can be remedied by crouching
    - Hale has a speed boost, I don't know how this will go with your server
    - The name of the ported map isn't the same as the original (not an issue)
    - Barrel damage might have to be edited for Hale (is currently 999), same with water in fight mini and nitro in same mini

    I haven't changed the minigames much, so currently there is a barrel race minigame and two fight arenas. The only thing I did change was the barrel minigame, which I changed to make it a race between a runner and Hale. The rest of RED are put into a spectator area, while hale and the runner participating are ubercharged, in order to stop thing such as tauntkilling or backstabbing.

    https://www.dropbox.com/s/2ih54yrur5gksox/vsh_dr_crash_bandicoot_v4.zip?m=

  11. Re: Map Rotation / Map Suggestions

    #12424
    Quiche Robbery wrote View original post
    Current issues:
    - Hale has a speed boost, I don't know how this will go with your server
    - Barrel damage might have to be edited for Hale (is currently 999), same with water in fight mini and nitro in same mini

    For your first point, Hale already has a tremendous overall speed boost (~3x the speed of a Scout) and with the added speed, it might make pressing buttons difficult.
    For your second point, yeah, they should probably be changed around. Hale has ~3k health iirc and that probably won't go well if he trips over a barrel 4-5 times.
  12. Re: Map Rotation / Map Suggestions

    #12458
    Added vsh_dr_crash_bandicoot_v4 to the rotation.

    Punishment_Fatal wrote View original post
    For your first point, Hale already has a tremendous overall speed boost (~3x the speed of a Scout) and with the added speed, it might make pressing buttons difficult.
    For your second point, yeah, they should probably be changed around. Hale has ~3k health iirc and that probably won't go well if he trips over a barrel 4-5 times.

    We've got server plugins that work around issues like that.

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