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dr_tantrum

A Map for Team Fortress 2

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A very hard deathrun map.

This is a deathrun map. It is very hard, and it's supposed to be. I wanted this to be fun, challenging, and build it so the only thing people can complain about is that they suck at platforming in TF2; Hence the name "tantrum". Thanks to all who helped, especially Voidy for letting me use Saxton Hell's deathrun server to alpha test, and everyone in Saxton Hell. General info about the map: -14 traps -Motivator, reaches the end of the map in 7 minutes -Minigame is a time-trial obstacle course, 2 variations of it (hard/easy) -"Hard-Mode Unlocked" easter-egg (blocks the "instant-win" door and forces you to choose the hard time-trial) -A trail, somewhere in spawn

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  • Strelok avatar
    Strelok username pic Joined 11y ago
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    Strelok avatar
    Strelok
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    This is da best deathrun map ever, although I think the middle trap in which you crouch under a round thing and get sucked in and die should be removed, is so cheap
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    / felix Joined 11y ago
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    > **Posted by DBQ** > > - Lengthy, hard, but still somehow survivable, which makes a great and formidable deathrun. I like how these traps are configured smoothly. > - The colours do look bland, but they seriously add to the feeling of being in a memorable map like this. Never before have I seen white and lilac mix together so gracefully, and you have fulfilled the quota. > - The way you've configured the infamous 'invisible maze' was very well done, and pretty hard to do; I've only seen a few people manage to get through it before, so it is indeed able to be completed. > - The laser trap is pretty hard to do, but still able to be completed. > - The other traps are pretty good, though some are a little over the top, still good to do though. My goal for this map was literally just "Make something near-impossible", so skilled players will have a challenge and bad players will just rage. I agree some traps are a little unnecessarily hard, like the last part before the maze, but I tried to keep the overkill traps to the beginning of the map. Thank you though, I tried to make it look as simple as possible while still visually pleasing, very happy with how it turned out. > - A slow-moving black void is the death wall, and I've only seen four or five stallers get killed by it. Should appear earlier or be a little bit faster as stallers continue to do such actions and waste time very easily. > - The secret trail which is able to be obtained by [Won't tell, it's a secret] makes lots of people get killed just trying to get to it, as the way to get to it is through invisible flooring, making it hard and pointless. Yes, it's a white trail with a black outline, but no, it doesn't do anything, it's just for show. The first testing of the map, we found that the void would come up and kill people way too soon, and I guess I gave it too long of a delay in the final version. It reaches the end of the map in 7 minutes, which yeah I agree is a bit long to wait when you died at the start and the only people left are time-wasters. As for the trail though, only one person can get it in the first place. Once you jump down there you either get it before anyone else, or die trying, which is a bit extreme for a simple trail. It was meant to be a difficult secret but I never thought about half the team jumping down there like lemmings. > - Make the secret easier to do, we lose 4-5 in the first trap, we can't stand to lose another 4 trying to get a aesthetic trail. > - The void - I said it in my first con. I'll keep those in mind for my next map, thanks.
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  • DBQ avatar
    DBQ Joined 7y ago
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    **Pros:** - Lengthy, hard, but still somehow survivable, which makes a great and formidable deathrun. I like how these traps are configured smoothly. - The colours do look bland, but they seriously add to the feeling of being in a memorable map like this. Never before have I seen white and lilac mix together so gracefully, and you have fulfilled the quota. - The way you've configured the infamous 'invisible maze' was very well done, and pretty hard to do; I've only seen a few people manage to get through it before, so it is indeed able to be completed. - The laser trap is pretty hard to do, but still able to be completed. - The other traps are pretty good, though some are a little over the top, still good to do though. **Cons:** - A slow-moving black void is the death wall, and I've only seen four or five stallers get killed by it. Should appear earlier or be a little bit faster as stallers continue to do such actions and waste time very easily. - The secret trail which is able to be obtained by [Won't tell, it's a secret] makes lots of people get killed just trying to get to it, as the way to get to it is through invisible flooring, making it hard and pointless. Yes, it's a white trail with a black outline, but no, it doesn't do anything, it's just for show. **Improvements:** - Make the secret easier to do, we lose 4-5 in the first trap, we can't stand to lose another 4 trying to get a aesthetic trail. - The void - I said it in my first con.
    idk why i have a pokemon pfp
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    > **Posted by Another Wanderer** > I love the textures! What was your inspiration for the theme? > > Otherwise, very fun map, I hope to see another from you. Thanks! I guess what I base my artstyles on are those 3D renders you'd see of an un-textured WIP model, the white matte look with a bit of ambient occlusion. I try to keep my take on that look a bit more interesting though, using mostly greyscale textures with some vibrant colours mixed in. In this map, I just used solid-colour textures, white and lavender, and set lightmap scales a bit lower on a lot of faces to give a smooth ambient occlusion look to the map. It came out awesome and I'm using a similar kind of style in a css skillsurf I've started.
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    Another Wanderer Joined 8y ago
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    I love the textures! What was your inspiration for the theme? Otherwise, very fun map, I hope to see another from you.
    What a Wasteland
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Diealready
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