Deathrun Hell Map Rotation / Map Suggestions
Vyper's Lash Bodypillow
STEAM_0:0:51786570
111112oo
STEAM_0:1:45775056
Re: Map Rotation / Map Suggestions
#15803wrote View original post
I suggest this doesn't get added as the guy made the map longer, and harder than before.
Also I don't think Crytnecrodancer_v4 and supermario64_v6 were added to the map rotation on the server
√oiDeD
STEAM_0:0:4491990
Re: Map Rotation / Map Suggestions
#15809vsh_dr_cryptnecrodancer_v4 is in rotation, but somehow vsh_dr_supermario64_v6a got missed. I've fixed that now, sorry.
111112oo
STEAM_0:1:45775056
dr_cryptnecrodancer_v6
#15848http://tf2.gamebanana.com/maps/184894
cryptnecrodancer updated
Whitepaw
STEAM_0:1:32721673
Re: dr_cryptnecrodancer_v6
#15849wrote View original posthttp://tf2.gamebanana.com/maps/184894
cryptnecrodancer updated
Oh boy oh boy oh boy! I actually knew all of this because I had contacted him about the timer on color game.
jnjayat
STEAM_0:1:42957529
Re: Map Rotation / Map Suggestions
#15855(Assuming this is the right place to be posting this; I'm used to the game mode, not the forums. :P)
I think the removal of Forice (vsh_dr_forice_b6) should be taken into consideration.
From my personal experience, I can say the map is terrible. Some reasons?
-Terrible appearance. (Essentially nothing but squarish rooms with squarish features, with the squarish hallway connecting the two; also, textures are extremely simplistic, the motivator is basically stolen from Area 51, and I know at least that pumpkin trap is somewhat a near duplicate of the pumpkin trap on Office, albeit with much less effort put into it.)
-Assuming the Hale knows how to aim at a button about the size of a LVL 1 sentry, and there is no freerun, the Hale can win every time with ease. (There are plenty of traps you basically can't trick the Hale into activating, such as the humongous dropping floor, the pumpkin trap which gets you even if you're not standing on the floor (and above it instead), and that exploding hallway between the two traps which kills you even if you're not directly inside.)
--Adding onto this, there are three door traps, one of which even has three doors! This adds an unenjoyable difficulty to the map as four players (or more) could easily be lost simply in the process of guessing doors, leaving the team 4 (or more) players down on the rest of the ridiculous traps on the map. Also, just a note: people always take forever at these doors and the chance of the motivator killing the hesitant players is quite high.
-The map is painfully long. I never bothered counting how many traps there are in all, but it takes a while to get through even WITHOUT the traps, and with the traps, the team basically hesitates to death.
Anyway, enough with my own opinions. From what I've seen on the map, it seems that at least a quarter of the team rtvs almost immediately, if not more, sometimes pleading for the rest to do the same and getting most of the people needed to rtv and then sitting there waiting for the last few needed votes. Many more have complained about the same thing I have from what I have seen, especially the door traps. I know I have seen people switch to spectator or leave so they don't have to waste their turn as Hale, and some others simply leave the server because they can't stand the map and/or are bored out of their minds.
Anyway, I don't want to make this wall of text any larger, and I figure I've gotten my point across, so I'll shush and hope Voidy removes this.
Thanks for reading. :3
√oiDeD
STEAM_0:0:4491990
Re: Map Rotation / Map Suggestions
#15856Updated vsh_dr_cryptnecrodancer_v4 to vsh_dr_cryptnecrodancer_v6.
111112oo
STEAM_0:1:45775056
Re: Map Rotation / Map Suggestions
#15859wrote View original postwall of text dr_forice
I'm with you here, I really hate that map and I think it should be removed
111112oo
STEAM_0:1:45775056
New Map dr_hourglass
#15860http://tf2.gamebanana.com/maps/185345
by the maker of bank, an earlier project by him, resurrected and brung back from the dead.
√oiDeD
STEAM_0:0:4491990
Re: Map Rotation / Map Suggestions
#15861wrote View original posthttp://tf2.gamebanana.com/maps/185345
by the maker of bank, an earlier project by him, resurrected and brung back from the dead.
Tested it a few hours ago. Couldn't get my client to not crash so I'm not sure what to say about it.
√oiDeD
STEAM_0:0:4491990
Re: Map Rotation / Map Suggestions
#15879wrote View original post(Assuming this is the right place to be posting this; I'm used to the game mode, not the forums. :P)
I think the removal of Forice (vsh_dr_forice_b6) should be taken into consideration.
From my personal experience, I can say the map is terrible. Some reasons?
-Terrible appearance. (Essentially nothing but squarish rooms with squarish features, with the squarish hallway connecting the two; also, textures are extremely simplistic, the motivator is basically stolen from Area 51, and I know at least that pumpkin trap is somewhat a near duplicate of the pumpkin trap on Office, albeit with much less effort put into it.)
-Assuming the Hale knows how to aim at a button about the size of a LVL 1 sentry, and there is no freerun, the Hale can win every time with ease. (There are plenty of traps you basically can't trick the Hale into activating, such as the humongous dropping floor, the pumpkin trap which gets you even if you're not standing on the floor (and above it instead), and that exploding hallway between the two traps which kills you even if you're not directly inside.)
--Adding onto this, there are three door traps, one of which even has three doors! This adds an unenjoyable difficulty to the map as four players (or more) could easily be lost simply in the process of guessing doors, leaving the team 4 (or more) players down on the rest of the ridiculous traps on the map. Also, just a note: people always take forever at these doors and the chance of the motivator killing the hesitant players is quite high.
-The map is painfully long. I never bothered counting how many traps there are in all, but it takes a while to get through even WITHOUT the traps, and with the traps, the team basically hesitates to death.
Anyway, enough with my own opinions. From what I've seen on the map, it seems that at least a quarter of the team rtvs almost immediately, if not more, sometimes pleading for the rest to do the same and getting most of the people needed to rtv and then sitting there waiting for the last few needed votes. Many more have complained about the same thing I have from what I have seen, especially the door traps. I know I have seen people switch to spectator or leave so they don't have to waste their turn as Hale, and some others simply leave the server because they can't stand the map and/or are bored out of their minds.
Anyway, I don't want to make this wall of text any larger, and I figure I've gotten my point across, so I'll shush and hope Voidy removes this.
Thanks for reading. :3
The map ratings for deathrun don't put dr_forice all that far down in the rankings. I think perhaps a poll would be a better way to gauge interest in removing the map. Feel free to make a new thread for the poll and ask DR regulars to vote and we can go from there.
Werewolf™
STEAM_0:0:32135124
Re: Map Rotation / Map Suggestions
#16003Just an FYI for you - DR_Bank has been updated to V3 - http://tf2.gamebanana.com/maps/182962
√oiDeD
STEAM_0:0:4491990
Re: Map Rotation / Map Suggestions
#16034Added vsh_dr_psykopat to the rotation.
√oiDeD
STEAM_0:0:4491990
Re: Map Rotation / Map Suggestions
#16104Added the following maps to rotation:
vsh_dr_aufgeben_v2
vsh_dr_hallway_beta
Filthy Coward
STEAM_0:0:68714977
Re: Map Rotation / Map Suggestions
#16106http://tf2.gamebanana.com/maps/185345
DR_Hourglass has been updated.
Hopefully it should resolve the crashing issue.
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