Deathrun Hell Map Rotation / Map Suggestions

  1. Deathrun Hell Map Rotation / Map Suggestions

    #292
    This thread will be used to keep track of the maps added and removed from the DR rotation.

    Feel free to discuss any map suggestions in this thread!

    Here's our current map rotation:

    View the modern map rankings
  2. Re: Map Rotation

    #299
    I've added vsh_dr_badwater and vsh_dr_horrors_prefinal to the rotation.

    One caveat with horrors is that I've had to disable ghost mode for this map because ghosts can activate some traps on it. Hopefully in a future version of the map we can enable it again!
  3. Re: Map Rotation

    #320
    JayJay has kindly recompiled vsh_dr_badwater and fixed it up with more spawn points so that players don't spawn inside hale, so we've updated to the fixed version.
  4. Re: Map Rotation

    #386
    Hey guys, its your favorite teal dragon, I went browsing for some new DR maps to play on, and I have come across a couple that look interesting:

    www.tfmaps.com/environment.php?env=18&maps=tf2

    http://www.viaclan.com/forums/showthread.php?t=16050

    This map is still in progress, but I hope it turns out well: http://www.viaclan.com/forums/showthread.php?t=16055

    http://www.viaclan.com/forums/showthread.php?t=16010

    Thats all that I could find that I don't think anyone else has suggested, anyways thanks for looking ^.=.^
  5. Re: Map Rotation

    #396
    Thanks for the suggestions.

    Your first link goes to a category and not a specific map so I'm not sure what that's about.

    As for the others, I've grabbed the fixed version of death slope and I'll be testing it out soon. As for dr_tonnel, the link requires a password so I'm unable to download it.
  6. Re: Map Rotation

    #417
    Block has some very bad issues with the map music. The music will continue playing through rounds and loop over each other.

    As for nobbly, we tested out a while ago and determined it wasn't very good.

    A lot of these maps are "my first deathrun map" or "my first map" and they're really poorly made.
  7. Re: Map Rotation

    #421
    Also, we play tested death-slope, and it's got some issues where some traps get stuck closed and people can't move forward so we can't add it.
  8. Re: Map Rotation

    #800
    Went on another server, and these maps popped up, they were really cool, and when me and few other regulars played them we thought they would be nice editions to our server, and they played through rather smoothly, so here they are:

    http://dl.dropbox.com/u/90937436/Deathrun%20Maps.rar

    And they had the most up to date block version, and the sound files did not loop and play over each other

    Darkenergy has 2 exploits that I discovered, the first being you can walk around one of the traps via the ledge to the left side, the second being that the electricity trap doesn't kill you if you are crouching in the center of it (didn't kill me at least)

    Wooden played through smooth and easy, only issue that may be problematic is that the door to the wind tunnel trap on the conveyor belt sometimes doesn't close properly, but the players can still move out of it.
  9. Re: Map Rotation

    #804
    As far as I remember, darkenergy has either fans or teleporters that players can get stuck in.

    As for wooden, it's an okay map that we play tested for a while before, but it's incredibly short and easy for players to win. I'd be okay with adding it to the rotation since it doesn't have any huge issues.

    As for block,
    VoiDeD wrote View original post
    Block has some very bad issues with the map music. The music will continue playing through rounds and loop over each other.
  10. Re: Map Rotation

    #805
    Me and a couple other players played on block for the entire time rotation, it did not have any sound bugs or bugs of any kind, the only thing I didn't like about was that the minigame at the end is time consuming, but that can be fixed.

    Also this is the current version of darkenergy, you cant get stuck on the fans and teleporters, I tried doing that when I went through it, the only exploit I discovered was a fault in the two traps, as mentioned above.
  11. Re: Map Rotation

    #809
    Added the following maps to rotation:

    vsh_dr_block_v4
    vsh_dr_darkenergy_v3
    vsh_dr_wooden_v3

    Ghosts are disabled on darkenergy because of breakable glass.
  12. Re: Map Rotation / Map Suggestions

    #901
    Added the following maps to rotation:

    vsh_dr_asylum_a3
    vsh_dr_area_51_a2
    vsh_dr_aconian_b2
    vsh_dr_tonnel_v2

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