Deathrun Hell Map Rotation / Map Suggestions

  1. Re: Map Rotation / Map Suggestions

    #9759
    VoiDeD wrote View original post
    Added vsh_dr_wolfenstein_v1_1 to the rotation.


    While it does seem like a cool map, there's a couple of things I'd like to point out regarding the third floor (provided you actually managed to survive the hammers, platforms, and the spikes, hehe).

    1) If a ghost makes it to the end of the third floor, Hale gets automatically tele'd to the end zone. It would be nice to fix this so that dead people are freely able to roam around, without messing with Hale.
    2) The "steam" obstacle on the same floor seems impossible to pass (while the first pipe has a decent pattern to it which you can dodge, the rest are in sync, creating an impossible-to-avoid wall) . I just barely managed to get past once thanks to throwing myself a Sandvich as a Heavy. Each time you get "hit" by the obstacle, you lose like 150 HP.

    Yes, I am aware of the hammers and platforms, but I think with a little patience and practice, it shouldn't be too big a problem (think safety_first and badwater respectively).
  2. Re: Map Rotation / Map Suggestions

    #9765
    Toadgineer wrote View original post
    1) If a ghost makes it to the end of the third floor, Hale gets automatically tele'd to the end zone. It would be nice to fix this so that dead people are freely able to roam around, without messing with Hale.

    I've disabled ghostmode on that map.

    Toadgineer wrote View original post
    2) The "steam" obstacle on the same floor seems impossible to pass (while the first pipe has a decent pattern to it which you can dodge, the rest are in sync, creating an impossible-to-avoid wall) . I just barely managed to get past once thanks to throwing myself a Sandvich as a Heavy. Each time you get "hit" by the obstacle, you lose like 150 HP.

    It's definitely possible to get across, but the steam is a little offset from the actual pattern. You have to move over to the next steam jet a lot earlier. The jets should be doing only 50 damage though, so I've also fixed that.
  3. Re: Map Rotation / Map Suggestions

    #10110
    Delay's motivator is way too fast for how long the map is. Only way to win is if Hale gives a freerun. Or, of course, he doesn't know how2rushers.
  4. Re: Map Rotation / Map Suggestions

    #10112
    VoiDeD wrote View original post
    The built in motivator or the timer we have?

    The built in motivator. I think it spawns 1:30 after the map starts and moves at the speed of around a Medic/Pyro.
  5. Re: Map Rotation / Map Suggestions

    #10113
    I'm fairly certain this can be attributed to it just being a new map. Eventually players will learn the traps and the motivator shouldn't be an issue.
  6. Re: Map Rotation / Map Suggestions

    #10139
    Apparently you can Caber over the doors at the end of Prison Escape. Don't know if we care to fix that. >_>
  7. Re: Map Rotation / Map Suggestions

    #10141
    BLAKUboy wrote View original post
    Apparently you can Caber over the doors at the end of Prison Escape. Don't know if we care to fix that. >_>
    Well... The caber's purpose is to skip one trap...
  8. Re: Map Rotation / Map Suggestions

    #10142
    caber is for skipping a trap that is a trap so it can be skipped

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