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dr_supermario64_v6b

A Map for Team Fortress 2

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A deathrun map in a super mario 64 style for TF2

Hi everyone. I had decided to create a deathrun map because of the inspiration by the other deathrun maps that I've played on TF2. This is my first time creating a map as well as a deathrun map. Hopefully this map works great. I decided to make this deathrun map in a super mario 64 style because i loved that game, plus the textures were easy to get as well.

Credits to: Nintendo, Cheeezy, Raccoon Sam, Yoshling97, Fido, Luigimario and Stoophen.

Tools used: Paint.Net, Source SDK, Photoshop and Fireworks CS3(for the In-game screenshot title).

Resources from: mfgg.net and www.garrysmod.org

If there are any bugs or anything I should do to improve my map, then leave a comment below ^.^ .

Hopefully this is the last time i have to work on this. It was a good run and thanks for the support and feedback everyone ^.^

**_Version 5-6b_**

-Added lighting (you all wanted it!)

-Added new secret

-Moved the lava trap to the underground zone to suit the style/theme

-Fixed console errors

-Replaced the bob-omb models

-Fixed bugged traps

-Added more detail and sounds

-Fixed overlapping music

-Made bowser come out a bit later

-Changed some textures

-Made the minigame be a instant win if all the players on one side fell off.

-Fixed the crashes

-Relocated all the secrets

-Fixed the luck minigame

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  • [GmT]Werewolf avatar
    [GmT]Werewolf Joined 9y ago
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    Fortress Labs Flag Affiliation: Fortress Labs
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    access_time 4y
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  • worMatty avatar
    worMatty Joined 6y ago
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    I addressed the issue of looping music in my review of your map. > You can stop the music from playing over the next round by making it an ambient_generic and removing the tick from the 'Is NOT looped' box. This makes the engine stop the sound from playing at the end of the round. Or you could turn the music in to a soundscape. Soundscapes are a convenient way to add music to a map. They also handle background noises and DSP effects (echo and stuff). You can find info about them in the Source SDK wiki.
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  • access_time 5y
    **Notes:** - woops i didnt know what cons meant i though it was a good thing (im greek i dont know english well)
    Bananite
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  • zakariasan2 avatar
    zakariasan2 Joined 6y ago
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    I think that i know the problem, but i don't know why it would be crashing the server. All i did was make the map look much better with better optimizing. The music i can't fix. I have tried everything to stop it from carrying on but it won't work. Unless someone can help me with it, then im afraid there will be no fix to it. I am going to update the map by removing the thing i think is making the server crash and fixing some things, however i can't do it soon because of school. I decreased the music time on the minigame because that was the most earraping music when starting a new round. BTW - you put "This map is best deathrun ive ever played!" in 'Cons' meaning that something is bad.
    *Quack*
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  • worMatty avatar
    worMatty Joined 6y ago
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    Can your admin give any specifics, for the map author? I've run over the map's entities using a Stripper dump and I can't see any causes of crashes that I know of (info_decal on dynamic brush entities, point_servercommand using SourceMod commands). A side note: Music is still playing in to the next round.
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  • access_time 5y
    - This map is best deathrun ive ever played! **Notes:** - I play in a deathrun server and for a few days we have been playing v5 of the map until one day an admin told me that the map causes the server to crash and now we have v4 i wanna ask what could possible cause the crash? he didnt tell me what caused it and when i asked him he told me that ppl complain that it crashes!
    Bananite
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  • worMatty avatar
    worMatty Joined 6y ago
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    Hi, there. Sorry if you thought my ratings were unjustified. Allow me to expand upon them. Cons: * The map layout is one long corridor. * Most of the traps offer guaranteed death with no skill. * The music carries on at the end of the round and plays over the next round. Pros: * Nice use of the original game's textures. * Nice us of models. * Nice use of original music and sound effects. * Colourful environment. 5/10 Design - This score is based on a balance between trap design and aesthetics. As mentioned, a lot of the traps are the guaranteed death type. They offer no chance to dodge or use skill. It makes the map more about sacrificing than evading death. The map is one long corridor. I don't think visibility optimisation is really an issue on a simple map like this but it doesn't look very interesting. It would have been nice to see some corners, occasionally, and some larger, expansive areas, that better emulated the original game's world. I understand if this was not in your original design scope. For a first map, you have done a great job. 7/10 Detail - You got all the textures, music and sound right. It does look similar to the game's world. But the basic look of the corridor style lets it down. I'm not sure if you used mat_fullbright on purpose but I think it was the right choice as the original game didn't really have any lighting that I can remember ;-) The score would have been higher if there was more environmental variation. 5/10 Fun - I have played an awful lot of Deathrun and am really tired of some of the poor maps that get overplayed. A lot of people seem to be fine with a map that has some exciting feature like pretty graphics or mini games, and ignore the terrible deathrun experience. For me it's the whole point of the map. I want to be able to run on maps where I have a chance to use my skill to evade death, where there is a challenge for both the runners and the activators. If the balance is tipped in favour of either of those parties it makes the experience dissatisfying. So when I think about repeated runs on your map, I prefer not to play it. For your next map I recommend focusing on trap design. Try to break away from the instant/guaranteed death type, and have traps that focus on skill to evade. 6/10 Overall - This is an average of the above scores. I rated your map based on my experience with all Deathrun maps, not your own ability. My suggestions for the future: * Break away from linear corridor design. Allow your maps to be a collection of natural, odd-shaped areas. Experiment with differing sizes. * You can stop the music from playing over the next round by making it an ambient_generic and removing the tick from the 'Is NOT looped' box. This makes the engine stop the sound from playing at the end of the round. Or you could turn the music in to a soundscape. * Put the design of the traps first. Try to remove the guaranteed death factor and introduce things like delays, jumps, hazards and so on. Make trap elements fully visible so runners know what to expect.
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  • Strelok avatar
    Strelok username pic Joined 11y ago
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    586 Studios Flag Affiliation: 586 Studios
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    that music that keep playing through the map gets annoying really fast
    Dragons! avatar
    Mantra
    Dragons!
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  • Piratex avatar
    Piratex Joined 6y ago
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    **Pros:** - Nice Textures - Good Traps **Cons:** - Lighting **Improvements:** - Add env_cubemap
    Valve give us Source 2 SDK avatar
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    Valve give us Source 2 SDK
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  • zakariasan2 avatar
    zakariasan2 Joined 6y ago
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    > **Posted by JaimeF** > Just out of curiosity, how long did it take to compile your map before and after you reduced the numportal count? I don't know really. I usually don't pay attention to the compile time but i guess like 3-5 mins and now 2-4 mins
    *Quack*
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BenjaminsMaps
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