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dr_firetemple

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Updates

beta 3b
  • Automated spikes in the hammer room no longer move during a freerun.
  • Slightly reduced moving fire wall trap's speed.
  • Fixed silver rupees sometimes counting more than once when picked up.
  • Fixed 2nd silver rupee's moving platform being blockable by players.
  • Fixed third and fourth trap weird moving behaviour.
  • Fixed red fog appearing in Ben's room.
  • Buffed reinforced boss.
  • Improved map's soundscapes in order to make the fountain theme not play for spectators when outside.
  • Map's main theme is now properly looped.
Bert54 avatar
Bert54 Offline
Member Joined 4mo
166 points Ranked 19864th
Bert54
1mo
beta 3a
  • - Fixed activator being not able to move in the boss selection room, resulting in boss being always without perks
Bert54 avatar
Bert54 Offline
Member Joined 4mo
166 points Ranked 19864th
Bert54
2mo
Map updated to b3b :

After 2 weeks of playing the map whenever I could (big thumbs up to Retroservers for that), I haven't encountered any other gamebreaking issues so far, thus I decided to make the last sub-release of the 3rd beta version. It fixes small issues and tweaks some stuff. Hope you'll enjoy it!
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Map updated to b3a :

Being without testers and proper test servers makes thing a little harder to work as expected. That could be seen with that glitched teleport. Anyway that's fixed now, hopefully it's going to be the only game-breaking issue for that version.

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Map updated to b3 :

Here we go! b3 is done and now online. Boss fight was quite tough to make but I'm very pleased with the result.

Note : if you are a server administrator and plan to add/update the map to your server's map rotation, please read the README file included.

PS : sc**w you Volvo for that damn edict limit. I had to cut off the "adding stuff in pots & crates" part... Here I thought it was all ready on the first place...
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Update :

There will definitely be an update of my map, and it's coming soon! Playing awesomes maps and having so much ideas gave me enough motivation to keep working on it.

Boss fight is on its way!

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Hello everyone.

Here's my first deathrun map for Team Fortress 2 which I originaly made for HmX Gaming but since the community died, I'd rather share it with everyone than toss it in the trash.

As some of you can already guess by looking at the pictures, I made this map based on the iconic game The Legend of Zelda: Ocarina of Time and especially on the fire temple (hence the name of the map).

It currently has 20 traps, including a 50/50 doors and a fire maze. A freerun button is available for the activator if he wants to skip his turn. There's an afk killer which triggers one minute after the round begun.
Currently, the only ending possible is Instant Win (the two others aren't available yet).

Concerning the updating part, I haven't planned any yet since the community this map was made for has died (as stated above). However, I might change my mind if it gets popular enough. Thus, don't hesitate to comment to let me know if you appreciate the map, if you think about any improvements and/or if you discover any issues.

NB : If you planned to add the map to your own server, make sure to give it a large round time, it's a really huge map.
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Current known issues : none

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Todos

Add Humiliation
Better doors
Make the map slightly easier

Posts

  • 26d
    AgentApple50 avatar
    Member Joined 2y
    840 points Ranked 5471st
    Could the lava do more damage pls, if a hale has alot of hp it takes forever for him to die in the boss room.
    Deathrun God
  • 4mo
    HyperPinkiePie avatar
    Member Joined 2y
    612 points Ranked 7218th
    Wow! the map looks amazing from the screenshots :) I'm gonna download it later and see how it is
    Lets Party! avatar
    Mantra
    Lets Party!
  • 4mo
    Bert54 avatar
    Bert54 Offline
    Member Joined 4mo
    166 points Ranked 19864th
    Posted by NerfPlayeR135

    I just did a singleplayer runthrough of the map, and it is amazing. I think you captured the atmosphere, feel, and design of the Fire Temple (and Zelda dungeons as a whole) perfectly. I especially love the incorporation of keys and the Megaton Hammer. However, I did spot a few texture errors, and I feel like there needs to be an incentive to break the pots and crates. Maybe you could hide health or ammo packs in some of them.

    I think Disc-FF, a server group that I regularly play on, would love to use this map on its Deathrun server. I will do my best to have it added to the server's map rotation.
    Hiding stuff in the pots and crates if one of the features I originally planed to do in b3 before well... you know what.
    And yes I am already aware about some textures issues (such as the one near the first switch) and brush issues (in the boulder corridor)
    Bananite
  • 4mo
    NerfPlayeR135 avatar
    Member Joined 3y
    306 points Ranked 12743rd
    I just did a singleplayer runthrough of the map, and it is amazing. I think you captured the atmosphere, feel, and design of the Fire Temple (and Zelda dungeons as a whole) perfectly. I especially love the incorporation of keys and the Megaton Hammer. However, I did spot a few texture errors, and I feel like there needs to be an incentive to break the pots and crates. Maybe you could hide health or ammo packs in some of them.

    I think Disc-FF, a server group that I regularly play on, would love to use this map on its Deathrun server. I will do my best to have it added to the server's map rotation.
    TF2 Player
  • 4mo
    Bert54 avatar
    Bert54 Offline
    Member Joined 4mo
    166 points Ranked 19864th
    Posted by NerfPlayeR135

    I'm not sure if you realized this or not while you were making this map, but another Deathrun map uploaded to GameBanana, dr_volvagias_lair, is also based on the Fire Temple from Ocarina of Time, albeit a bit more loosely than yours. In your map I can see a lot more of the overall design of the source material, such as how the rooms are laid out and how textures are used. Both maps do a good job aesthetic-wise, although I've only played volvagias_lair.
    No I didn't know this map existed and I couldn't find it before today (wrong use of keywords perhaps?). But remember at first I made dr_firetemple for a specific community. Still, thank you for letting me know :)
    Bananite
  • 4mo
    NerfPlayeR135 avatar
    Member Joined 3y
    306 points Ranked 12743rd
    I'm not sure if you realized this or not while you were making this map, but another Deathrun map uploaded to GameBanana, dr_volvagias_lair, is also based on the Fire Temple from Ocarina of Time, albeit a bit more loosely than yours. In your map I can see a lot more of the overall design of the source material, such as how the rooms are laid out and how textures are used. Both maps do a good job aesthetic-wise, although I've only played volvagias_lair.
    • Thanks x 1
    TF2 Player
  • 4mo
    Mr. Heavy avatar
    Mr. Heavy Offline
    Member Joined 1y
    530 points Ranked 8166th
    Looks pretty cool.
    Hoovy Main

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Credits

Maker
Bert54
Map Maker
Contributors
Bud Fudlacker
Tester (b2)
TinCro
Tester (b2)
Kennyluz
Tester (b2)
Jack
Tester (b2)
Offenen
Tester (b2)

Submitter

Bert54 avatar
Bert54 Offline
Member Joined 4mo
166 points Ranked 19864th

Bert54
Creator
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Category

Details

Version
b3b

Attributes

Players
32
Textures
Custom
Development State
Beta
Aesthetic
Pixelated
Size
Huge
Environment
Indoor

Stats

Posts
9
Views
1,788
Downloads
354
Date Added
4mo
Date Modified
1mo
Date Updated
1mo

Rating

9/10 by 3 raters

DevNotes

Map made on Hammer Editor.
Map design inspired from The Legend of Zelda OoT

Current known issues : none

License

CC BY-NC-SA 4.0

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