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dr_dungeon_beta

A Map for Team Fortress 2

A deathrun map based on skyrim environment

Map has 17 traps. You can survive in some traps if you are pro jumper or just lucky. ================== ------------------------------------------------------------------ Updated to 'beta' ------------------ - increased "map intro" area (with new spawn points) - fixed black squares under map (ivisible now) - increased the speed of walls in "walls trap" - increased the speed of blades in "blade trap" - increased the time for destroying stickies - fixed skeletons (they won't go through the fence) - added speedup road in "race minigame" for watchers - redesigned ghost (new sounds, green color, big size) - fixed "bomb trap" (explosion will kill you) - added loading images ------------------------------------------------------------------ Updated to 'alpha2' ------------------ - fixed cage trap (you no more stuck there) - fixed locked door (now it opens when blue activate the trap) - fixed minigame and instantwin triggers (now they are enabled anytime) ------------------------------------------------------------------ Music: Jeremy Soule – Auriel's Ascension Brian Tyler – Treasure of Zhang He Howard Shore - Great River Evgueni Galperine - Farewell Howard Shore - Evenstar

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  • dogememe1 avatar
    dogememe1 Joined 3y ago
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    3y
    I have a question. What those blue skull buttons do?
    Bananite
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  • worMatty avatar
    worMatty Joined 7y ago
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    6y
    Hi, BONNOR. Just a quick one. When players go outside, they can walk on the wall to the right. I think there must be some vertices misaligned, and it's making an invisible ledge for players to stand on. The way they do it is hug the top right of the platform, before the stairs, and walk straight forwards. It lets them get past the traps outside. Sorry if you already know about this and have fixed it. I haven't played Deathrun for a bit. Been playing WoW a lot :-D
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  • CH0C0L4T3 avatar
    CH0C0L4T3 Joined 6y ago
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    6y
    I got a bug on the second trap. The boulder. when the boulder falls, the cave exit creates a cloudy or foggy effects. It won't let anyone through. We cannot proceed to the third trap. Players got confused and we had to change the map. We do not use the VSH version. We use the base DR plugin and Melee weapons only. I hope you can fix this bug.
    Bananite
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    Kennyluz Joined 7y ago
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    6y
    Bomb's explosion in bomb trap hurts through the fence EDIT: Bomb from cart I mean
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    worMatty Joined 7y ago
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    6y
    The motivator comes very late, it doesn't have any effect.
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    Ozotuh Joined 8y ago
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    6y
    **Pros:** - A very well made map, excelent design and a great amount of detail - The introduction is great, but only the first time. **Cons:** - The fast track for blue is awkwardly difficult to get onto. - The traps are very close together in a lot of cases. This makes the map seem a lot shorter than it actully is if all the traps were triggered. - A lot of the time (Unsure if it's DX8 that does it) players seem to dissapear so blue has no idea where they are. - Intro basically wastes 30-40 seconds of game time.
    Medic!
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    worMatty Joined 7y ago
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    7y
    Greetings, sir. These are my thoughts after playing your alpha map. I have not yet played the beta map, so I apologise if anything is out of date. - It takes 33 seconds for every round to begin. I found this a bit annoying, as were the repeated explosion sound effects. My suggestion is to have your cutscene-type situation played only occasionally, and not every round. Either randomly using a logic_case, or by using a set of env_globals to ensure it only happens at the start of every fifth round, as an example. - Your speed lane is again, only mountable by jumping on to it. I much prefer being able to walk straight on to a speed lane without having to jump. It's a barrier, when you need to get ahead quickly, and you are in a rush. - Your traps seem more interesting than your previous two maps. Good job on your new map!
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    Kennyluz Joined 7y ago
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    7y
    Only saw 1 bad thing after 20-30 minutes of playing. The trap with skeletons, they get through the fence and kill people
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  • BONNOR avatar
    BONNOR Joined 8y ago
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    7y
    **Notes:** - Please. If you've found some bug - POST IT HERE!
    Bananite
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BONNOR
BONNOR Joined 8y ago
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BONNOR Joined 8y ago
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BONNOR
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Miscellaneous
Players
32
Development State
Beta

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