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Re: DeathRun complaints/suggestions
Posted: Sun Apr 03, 2016 4:09 am
by Dongle
Re: DeathRun complaints/suggestions
Posted: Sun Apr 03, 2016 11:16 pm
by Bear Force Fun
Re: DeathRun complaints/suggestions
Posted: Mon Apr 04, 2016 12:18 am
by Dongle
We had dungeon before, but we removed it due to serious exploits. The map will most likely end up not being added back until fixes are added.
Re: DeathRun complaints/suggestions
Posted: Mon Apr 18, 2016 6:45 pm
by FrostyScales
Dongle wrote:
We had dungeon before, but we removed it due to serious exploits. The map will most likely end up not being added back until fixes are added.
https://mega.nz/#!S9ZkiJIA!vASZotaw_Pkf ... goV29I_7M8
Here's a fixed version I made a while ago.
Re: DeathRun complaints/suggestions
Posted: Mon Apr 18, 2016 9:21 pm
by Dongle
FrostyScales wrote:Dongle wrote:
We had dungeon before, but we removed it due to serious exploits. The map will most likely end up not being added back until fixes are added.
https://mega.nz/#!S9ZkiJIA!vASZotaw_Pkf ... goV29I_7M8
Here's a fixed version I made a while ago.
Yay! Thanks a bunch. We could really use some new maps
Re: DeathRun complaints/suggestions
Posted: Fri Apr 22, 2016 10:29 pm
by SKYY
Hey guys! I'm making a DR map (dr_SKYYrun) which is going to be themed as a really dangerous vodka factory (go figure?). It incorporates standard spike/crush/fall/burn/gas traps in addition to a surfing portion and hopefully a few minigames at the end that are actually fun (as opposed to the nine square thing). I plan on putting a moderately challenging surf portion with obstacles that also incorporates one activator obstacle. There will be a "motivator", but it's not like the usual variety.
What are the minimum requirements for me to get my map on the server? Right now it's very beta--I've made sure there's no light leaks, and I've only tested traps to verify function. There's currently no special lighting, textures, models or sounds (which I plan to incorporate later).
I'm a few weeks from a playable version, so let me know if I need to work on a minimum degree of polish or whatever. Thanks!
Re: DeathRun complaints/suggestions
Posted: Fri Apr 22, 2016 11:34 pm
by Dongle
SKYY wrote:Hey guys! I'm making a DR map (dr_SKYYrun) which is going to be themed as a really dangerous vodka factory (go figure?). It incorporates standard spike/crush/fall/burn/gas traps in addition to a surfing portion and hopefully a few minigames at the end that are actually fun (as opposed to the nine square thing). I plan on putting a moderately challenging surf portion with obstacles that also incorporates one activator obstacle. There will be a "motivator", but it's not like the usual variety.
What are the minimum requirements for me to get my map on the server? Right now it's very beta--I've made sure there's no light leaks, and I've only tested traps to verify function. There's currently no special lighting, textures, models or sounds (which I plan to incorporate later).
I'm a few weeks from a playable version, so let me know if I need to work on a minimum degree of polish or whatever. Thanks!
Sounds pretty neat; I look forward to it. There are no requirements for a map, however make sure you do a lot of testing on your map to prevent any serious exploits. Sometimes the maps won't compile correctly and you have to look out for that
Re: DeathRun complaints/suggestions
Posted: Sun Jul 31, 2016 4:04 pm
by Bear Force Fun
Mep :D
http://gamebanana.com/maps/191589
Other
dr_r60d need update
Re: DeathRun complaints/suggestions
Posted: Sun Jul 31, 2016 8:53 pm
by NerfPlayeR135
Nice, an easier version of Bearun. I'd love to have this map added.
And yes, r60d does need to be updated to finalplus_optimized. Here's the GameBanana link:
http://gamebanana.com/maps/190961
Remove tf2 condition blocks
Posted: Mon Aug 08, 2016 12:10 am
by Bear Force Fun
Hi, I have noticed that on the deathrun servers a lot of the tf2 conditions are blocked. With all do respect this is STUPID. Many maps (mabye even half) have broken capabilities, minigames, easter eggs, or are completley broken for certain classes. I understand that conditions may have been taken away because they were being exploited or were op or whatever but, this is short cited and causes more damage than it stops. It is also a bad idea to interfear with map design and basic game abilities. Taking away conditions because some maps are exploitable is like taking all babys from thier mothers because some mothers are incapable (mabye less tragic). I think the better solution for this problem and problems like this is ACCEPT MORE ADMINS. I know a lot of capable people who spend a lot of time on the dr server and im sure they would be good as admins. Anyways thanks for reading I hope you will consider.
P.S Update dr_grizzly and dr_r60d!