Deathrun Hell Map Rotation / Map Suggestions

  1. Re: Map Rotation / Map Suggestions

    #1193
    Nurse Flutterjerk wrote View original post
    about the mario map consider removing it or removing the fireballs on the first trap it kills 90% of the people

    Bad idea, people just don't seem to be patient and try to jump 2 at time, which result in a fail. Or don't time themselves. In either case, its the players fault, not the map.
  2. Re: Map Rotation / Map Suggestions

    #1198
    Nurse Flutterjerk wrote View original post
    about the mario map consider removing it or removing the fireballs on the first trap it kills 90% of the people


    There's nothing wrong with the first trap, it's not difficult to get past. The problem is that no one knows how to platform at all. With that said, I don't plan on removing it because some players like the difficulty.
  3. Re: Map Rotation / Map Suggestions

    #1317
    on the Castle map Hale can activate the second trap the one with spikes infinte amount of times
  4. Re: Map Rotation / Map Suggestions

    #1327
    Nurse Flutterjerk wrote View original post
    on the Castle map Hale can activate the second trap the one with spikes infinte amount of times


    Fixed!
  5. Re: Map Rotation / Map Suggestions

    #1329
    Updated vsh_dr_wooden_v3 to vsh_dr_wooden_v3_ig. This version removes the glass so runners can't see hale.
  6. Re: Map Rotation / Map Suggestions

    #1355
    demoman exploit on minecraft where they can use the Ullapool Caber  to "jump" to the left side of the map on a ledge and skip most of the first traps
  7. Re: Map Rotation / Map Suggestions

    #1360
    Nurse Flutterjerk wrote View original post
    demoman exploit on minecraft where they can use the Ullapool Caber  to "jump" to the left side of the map on a ledge and skip most of the first traps


    What do you mean by most? Are they bypassing more than one trap? The caber is generally okay since it's one time use, but if people are getting past more than the first trap then that's troubling.
  8. Re: Map Rotation / Map Suggestions

    #1361
    yeah they can get past more than one trap and they can go behine a invisable wall and waste time there
  9. Re: Map Rotation / Map Suggestions

    #1539
    On the mario map scouts can use bonk on the explosive barrels and jump on them to make some explode and clear a path for other players therefore makeing the trap almost useless.
  10. Re: Map Rotation / Map Suggestions

    #2050
    Updated the following maps:

    vsh_dr_asylum_a3 -> vsh_dr_asylum_final
    vsh_dr_mario_b2 -> vsh_dr_mario_b3
    vsh_dr_basicbrick_b7 -> vsh_dr_basicbrick_prefinal2a

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