Deathrun Hell Map Rotation / Map Suggestions

  1. Re: Map Rotation / Map Suggestions

    #14914
    TheShip wrote View original post
    Hey I just finished my Deathrun map:
    http://tf2.gamebanana.com/maps/183463

    Please change that water texture into actual water, oh god,.
    EDIT: Spectated around the map, was cool. It seemed VERY VERY BIG. I do also think a lot of textures should be improved on, also minigame was ugly. It's an okay map that's kinda cool.
  2. Re: Map Rotation / Map Suggestions

    #14915
    111112oo wrote View original post
    Please change that water texture into actual water, oh god,.
    EDIT: Spectated around the map, was cool. It seemed VERY VERY BIG. I do also think a lot of textures should be improved on, also minigame was ugly. It's an okay map that's kinda cool.


    About the water texture, when I first started creating the map. It was suposed to be the actual water texture, but when I tried to test it, it didn't work (it appeared as the skybox texture) so I had to change it.

    And I must admit, I rushed when I was making the minigame.
  3. Re: Map Rotation / Map Suggestions

    #14917
    TheShip wrote View original post
    About the water texture, when I first started creating the map. It was suposed to be the actual water texture, but when I tried to test it, it didn't work (it appeared as the skybox texture) so I had to change it.

    And I must admit, I rushed when I was making the minigame.


    Maybe that error because there were leaks in those builds? I might be able to help, don't know. Also fix that Overflow error, this is caused by too much objects in a visleaf. Remove that giant box of skybox around the levels and skybox where necessary. Some lighting could also be improved.
  4. Re: Map Rotation / Map Suggestions

    #14919
    111112oo wrote View original post
    Maybe that error because there were leaks in those builds? I might be able to help, don't know. Also fix that Overflow error, this is caused by too much objects in a visleaf. Remove that giant box of skybox around the levels and skybox where necessary. Some lighting could also be improved.


    I'm editing my map right now. If you want to help me I accept, add me on Steam:
    http://steamcommunity.com/profiles/76561198088605661/
  5. Re: Map Rotation / Map Suggestions

    #14920
    Does the map have custom music or a hidden music button
  6. Re: Map Rotation / Map Suggestions

    #14927
    I just updated my map, now it's WAY shorter and easier:

    http://tf2.gamebanana.com/maps/183463

    Some changes:

    - After the first ladder, the player go directly into the cave (6 traps removed)
    - The disappearing platforms got nerfed.
    - Reduced the speed of the spinning swords.

    Some screenshots:

    http://postimg.org/image/3qbs2libl/
    http://postimg.org/image/ealpl6mtd/
    http://postimg.org/image/juy6vtloh/
    http://postimg.org/image/d5rnft0ch/
    http://postimg.org/image/i5p3nr5z5/
    http://postimg.org/image/a2qxcfldt/



  7. Re: Map Rotation / Map Suggestions

    #14945
    Everything seems to be fine now. Unfortunately, I had to rename the map to vsh_dr_pirate_adventure_baby because the full filename was past the 32 character limit of the source engine when the vsh_ prefix is added.

    Updated vsh_dr_pirate_adventure_fix to vsh_dr_pirate_adventure_baby.
  8. Re: Map Rotation / Map Suggestions

    #15007
    BLAKUboy wrote View original post
    On Ironworks, you can prevent the team from moving forward on the third trap. I didn't see how it happened, but it looks like you just have to stand on the box as it's coming up. Got a demo.


    Fixed, thanks!

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