Deathrun Hell Map Rotation / Map Suggestions

  1. Re: Map Rotation / Map Suggestions

    #2521
    Diealready wrote View original post
    Sudden Idea: Checkpoints? Say the round timer is at a low amount (maybe 2 minutes, depending on the map) and as players move through the map to secondary areas, time gets added to the round timer (say 3 more minutes or something). It would probably give players a bit more motivation to finish the map and spend less time fucking around at the first traps, and if they do, everyone else doesn't have to wait as long for the round to be over.
    Don't know if that would be possible to code but I thought it would be nifty.


    That's something I've considered. It'll require more per-map work, but I agree it would be better than just a whole-map timer.
  2. Re: Map Rotation / Map Suggestions

    #2525
    VoiDeD wrote View original post
    That's something I've considered. It'll require more per-map work, but I agree it would be better than just a whole-map timer.
    Actually... No it wouldn't...

    Think about how a regular control point map works. Just set a few control points in the map, and add time when a point is capped. Make sure that the round does not end until every point is capped or the end of the map is reached.
  3. Re: Map Rotation / Map Suggestions

    #2530
    Knucklejoe wrote View original post
    Actually... No it wouldn't...

    Think about how a regular control point map works. Just set a few control points in the map, and add time when a point is capped. Make sure that the round does not end until every point is capped or the end of the map is reached.


    I don't feel like it would be any different than the current timer, if anything it would encourage people to proceed through more of the map.

    Instead of 7 minutes, the map could be split into two 3 minute section, and one 1 minute section (as an example). It would encourage people to go through all the traps in a timely manner instead of just sitting at the beginning of the map and waiting until the last bit of time to go through everything.

    Honestly, I had a more compelling argument for why I thought this method would be better than just a straight up timer, but it's not coming to me at the moment.
  4. Re: Map Rotation / Map Suggestions

    #2642
    Added vsh_dr_industrial_v1c to the rotation.

    VoiDeD wrote View original post
    Honestly, I had a more compelling argument for why I thought this method would be better than just a straight up timer, but it's not coming to me at the moment.


    I rediscovered my compelling argument: forcing people to go through the map instead of sitting at the beginning forces players to go through traps which they can die to, thus moving to the next round.
  5. Re: Map Rotation / Map Suggestions

    #2762
    http://www.mediafire.com/download.php?0ii61o5tjd1z64p
    You can caber jump out of dr_sawmill and live past the map's kill trigger. Should just put at kill-zone over that hole in the roof to fix it, only way you can get out.

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