Deathrun Hell Map Rotation / Map Suggestions

  1. Re: Map Rotation / Map Suggestions

    #13217
    Chief Breadfish wrote View original post
    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.
    • Forum post image
      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.


    Chief Breadfish wrote View original post
    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.
  2. Re: Map Rotation / Map Suggestions

    #13331
    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
  3. Re: Map Rotation / Map Suggestions

    #13498
    Updated vsh_dr_delay_b2 to vsh_dr_delay_b3.
    Updated vsh_dr_ironworks_beta02 to vsh_dr_ironworks_beta03.
  4. Re: Map Rotation / Map Suggestions

    #13794
    festivePEWPEW wrote View original post
    Basically you can bypass the motivator by staying where the yellow arrow is then go behind the motivator.


    Fixed, thanks!
  5. Re: Map Rotation / Map Suggestions

    #13846
    Forum post image

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

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