Deathrun Hell Map Rotation / Map Suggestions

  1. Re: Map Rotation / Map Suggestions

    #6049
    Wizzy wrote View original post

    If you want, I can noclip around the maps, see what their traps are, and then make a suggestion from it.
  2. Re: Map Rotation / Map Suggestions

    #6051
    Punishment_Fatal wrote View original post
    If you want, I can noclip around the maps, see what their traps are, and then make a suggestion from it.
    Sure, why not, I haven't bothered to look at them, I just grabbed ones that looked complete and weren't in a beta format.
  3. Re: Map Rotation / Map Suggestions

    #6059
    Wizzy wrote View original post
    Sure, why not, I haven't bothered to look at them, I just grabbed ones that looked complete and weren't in a beta format.

    Alright, here it goes.

    1. Bell's a bit too dark imo. Also, getting around as Hale is a bit confusing so it's not my best choice.
    2. Poker is...weird with spawns. I couldn't find where BLU or RED spawned since it stuck me on the floor, and BLU was killing RED so it's not the best idea.
    3. Minecat is pretty decent. The only problem I find with it is that some traps are able to be reused, it's the same layout as blackcatreg, and it has no idle killer.
    4. (See #3 except the opposite way around)
    5. Scaryforest has good intentions imo. The only problem I've found with it is that some traps can be reused and that it doesn't have an idle killer. Other than that, I give it my stamp of approval (Btw, love the easter egg).

    Well, that's my review.
  4. Re: Map Rotation / Map Suggestions

    #6060
    I believe voided can add an idle killer to the maps without one, and it would be fun to play on a dark map, remember tonnel and forice are pretty dim maps, good to know that some of the maps I grabbed aren't complete shit.
  5. Re: Map Rotation / Map Suggestions

    #6078
    Wizzy wrote View original post


    1. I looked at bell before, and decided against it due to missing textures and an issue with a stuck door.
    2. Poker is an obfuscated map that won't work outside of skial.
    3, 4, 5. Wacker's maps are all really shitty, with traps that don't work and other general issues that would be a pain to fix (the elevator on minecat).
  6. Re: Map Rotation / Map Suggestions

    #6085
    VoiDeD wrote View original post
    1. I looked at bell before, and decided against it due to missing textures and an issue with a stuck door.
    2. Poker is an obfuscated map that won't work outside of skial.
    3, 4, 5. Wacker's maps are all really shitty, with traps that don't work and other general issues that would be a pain to fix (the elevator on minecat).

    What about #5? The only problems I found were some reusable traps and no spawnkiller.
  7. Re: Map Rotation / Map Suggestions

    #6112
    I am just going to argue the point that we still play on maps that have broken traps such as mario, winterhill, and even area 51.
  8. Re: Map Rotation / Map Suggestions

    #6113
    At least those maps don't look like my_first_map.bsp :/

    And on top of that, those are maps where the traps are worth fixing; if someone would point out which traps, of course.
  9. Re: Map Rotation / Map Suggestions

    #6114
    Correct me if I am wrong, but didnt Diealready help with some of his maps?

    Anyways, on mario the pusher plants dont always push you completely off, and you can stand safely behind them without them squishing you. The two cloud traps can be broken by shooting them and they dont kill you if they fall on you regardless, the block trap in the lava area also doesnt kill you if it lands on you.

    On area 51 the black hole trap in the middle room sometimes doesnt shut off, and other times it wont even activate, also the explosion trap at the end doesnt always kill.

    Winterhills spike falling trap doesnt always kill you, same with the flying ambulance.

    Also on the topic of fixing maps, why dont we fix darkenergy?
  10. Re: Map Rotation / Map Suggestions

    #6115
    Wizzy wrote View original post
    Correct me if I am wrong, but didnt Diealready help with some of his maps?

    Diealready isn't a fan of the maps either.

    Wizzy wrote View original post
    Also on the topic of fixing maps, why dont we fix darkenergy?

    The issue with it was a persistent server crash. As with most map crashes, finding the root cause is very difficult if not impossible.
  11. Re: Map Rotation / Map Suggestions

    #6116
    Wizzy wrote View original post
    Correct me if I am wrong, but didnt Diealready help with some of his maps?

    Yes. On the Blackcatreg map, it says in spawn "With help from da-xm".
  12. Re: Map Rotation / Map Suggestions

    #6117
    Wasn't the server crash caused by the addition of the kill wall surrounding the trap in low gravity? Is there not a way to add boundaries like on block so that instead of a kill wall players just cant walk through it and are forced into the trap? I asked Diealready to fix the traps on darkenergy, but I dont think he has attempted to as of yet.
  13. Re: Map Rotation / Map Suggestions

    #6119
    Wizzy wrote View original post
    Wasn't the server crash caused by the addition of the kill wall surrounding the trap in low gravity? Is there not a way to add boundaries like on block so that instead of a kill wall players just cant walk through it and are forced into the trap? I asked Diealready to fix the traps on darkenergy, but I dont think he has attempted to as of yet.


    The only way to create physical barriers is through modifying maps, which is something I generally don't do.

    Diealready mentioned that he'd fix darkenergy at some point, but like you said he hasn't done anything yet.

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