DR_Hourglass

A Map for Team Fortress 2

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Updates

Version 5 Update 4mo
  • BugFix Fixed not being able to press buttons with weapons.
  • Overhaul Overhauled the buttons to prevent various forms of accidental use or trolling.
  • Improvement Replaced the glass in Blue's chamber with a custom low-alpha and low-reflectivity glass. Players should have a better view of the map around them.
  • Improvement Added an info_no_dynamic_shadow entity and set it to work on the brush faces on the outside of blue's chamber, preventing Red from working out the location of the Blue player.
  • Adjustment All trigger_hurt brushes that are meant to instantly kill the player now deal 99999 damage, to counter servers that use the 'Roll the Dice' plugin.
  • Adjustment Changed various clipping brushes into trigger_hurt brushes, and altered their shape slightly in places. This should prevent players from surfing on clip brushes or being able to bypass large sections of the map.
  • Adjustment Widened the motivators trigger_hurt brush so that it extends a little way over the edges of the platforms, and added a parented point_push entity to suck players in.
  • BugFix Fixed part of the motivators path being higher than other parts.
  • BugFix Fixed players being able to avoid the motivator by hiding next to the saw blades
  • BugFix Fixed players being able to avoid the motivator by standing on the broken parts of the path that extend to the side.
  • Optimization Disabled bone followers on all props that do not need it.
  • Improvement Added notices for which traps are disabled or nerfed in easy mode. These traps will have a 'Trap Disabled!' or 'Trap Nerfed!' notice appear as well as colouring themselves green.
  • Removal Re-removed the melee only zone. Having re-read past dev log I realised I had tried this once before and it didn't work then, notably due to players being able to respawn during setup which caused them to spawn with all of their weapons instead of being limited to just melee.
  • BugFix Fixed a bug with the Easy mode logic and the Pumpkin bomb trap.
  • Improvement Added a clearer notification for when Blue do not press any of the buttons for trap 3, making it clear that the map has randomly picked a door for them.
  • BugFix Fixed the trigger_hurt brush for the Hammer/Flipper trap not activating.
  • BugFix Fixed the 'Sandman Homerun' sound effect not playing when players are hit and killed by the Hammer.
  • Improvement Added movement sounds to the Hammer and Flipper.
  • Adjustment Widened the gap for the Train trap from 260hu to 300hu. More mobile classes will still be able to jump the gap in a single jump, but this change will force more classes to use the moving platform.
  • Improvement Re-worked the trigger_hurt brush that surrounds the train model into multiple brushes that better fit the trains shape.
  • Improvement Changed the texture inside the Pyro trap as apparently I missed a HL2 texture, as well as some minor detailing.
  • Addition Added some teleporting particle effects to the Blue Pyro that appears inside the Pyro trap.
  • Adjustment Retextured the logs in the log trap to use in-game log textures.
  • Addition Added roofs to the top of the log trap and fire planks traps.
  • Adjustment Made the logs in the log trap 20% longer, as they were a little too easy to avoid.
  • Improvement Re-made the ghost trap, notably replacing the black and white pentagram with a better, blood drawn one and adding more detailing to it.
  • Adjustment Remade the laser trap geometry, adding back walls to prevent players jumping back past the spinner to avoid the motivator, and swapping the middle set of fins for a middle wall.
  • Improvement Increased the speed of the spinner from 150 to 170. When nerfed in Easy mode the speed will drop back to 130.
  • Addition Split the spikes on the Spinner into 4 groups of func_breakable, giving each it's own trigger_hurt. Should a player be hit by a given trigger_hurt, it's matching set of spikes will break off the spinner. Should all 4 sets of spikes be broken off the spinner, the whole frame will break as well. This will allow slower classes to get through the trap if a teammate has sacrificed for them first.
  • BugFix Fixed players being able to trigger the bomb early by shooting it, by applying a Melee filter to it. It will still explode when hit with a melee weapon or +use'd.
  • Addition Replaced the 50/50 breaking wooden planks, with a jumping course. The risk is that some platforms may break resulting in players falling into the lava below. Which platforms break is still picked at random.
  • Adjustment Nerfed the damage dealt in the lava pit below the breakable platforms. Players who are quick to react will be able to escape the pit, though they will get set on fire. This will allow those players to re-try the jumping course.
  • Addition Added a finish line at the end of the course.
Regarding the overhaul of the buttons. As stated the intention is to prevent various forms of accidental use or trolling. This is achieved by the following measures which are applied to all of Blue's buttons:
  • All buttons are filtered for Blue team, Melee only. Only Blue players hitting the buttons with Melee weapons will trigger them, along with +use.
  • All buttons have anti-multi hit logic to prevent weapons that could trigger multiple buttons at once. Should players still manage to trigger multiple buttons at once it will act as if the player picked at random.
  • All buttons have func_nogrenade protection, inherited from the map wide brush.
  • All buttons are surrounded with BlockBullet textured brushes, to prevent damage from explosive weapons triggering multiple buttons.
  • All buttons have a thin func_clip_vphsics brush over the top.
  • All buttons start locked until the round actually starts, or until they become available during play.
Version 4 Update 4mo Overhaul9 Adjustment7 Removal Addition9 Amendment2 Version 3 Update 3y Version 2 Update 4y

A quick and fast deathrun map with A.I. system!

NOW ON THE STEAM WORKSHOP!

FEATURES

  • 11 triggerable traps with 2 additional automatic traps
  • Motivator, deployed after 2 minutes of the first door breaking.
  • In case of an idle Blue player, the MAP takes over!
  • In Auto-Mode, traps have a 1 in 4 chance of deploying when a player passes though.
  • EASY MODE - If there are 5 or fewer red player then some traps are disabled to give red a better chance of winning.
  • 24 player support

Files

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  • [GmT]Werewolf avatar
    [GmT]Werewolf Joined 9y ago
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    3y
    Posted by misterG33

    Sometimes the bridges just dissapears, i don't know on what circumstances. Pls fix this as it is a very good map: 



    So far as I know it's an odd visibility issue. The game engine thinks you shouldn't be able to see those planks so does not render them, even though they are right in front of you. I think in most cases if you were to try walk on them you would still be able to, they would just remain invisible.

    The only time the map intentionally removes them is when the motivator passes over them.

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  • misterG33 avatar
    misterG33 Joined 4y ago
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    Sometimes the bridges just dissapears, i don't know on what circumstances. Pls fix this as it is a very good map: 



    Bananite
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  • [GmT]Werewolf avatar
    [GmT]Werewolf Joined 9y ago
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    3y

    DR_Hourglass_V3 has been release and is available now on the Steam Workshop and Gamebanana.

    DR_Hourglass_V3 Change Log.

    1.  Rebuilt the central 'Hourglass' structure, re-texturing the walls of red spawn to metal walls.
    2. Added in an areaportal to the door of red spawn.
    3. Added in a env_fog_controller with Far-Z clipping enabled to try help control render distances
    4. The fog is complimented by a func_dustcloud brush above the toxic waste to give the impression that whole map is meant to look foggy.
    5. Added a secondary input to the 3rd trap (Coloured Doors). If blue has not picked a button (but is not AFK) within 30 seconds of red reaching the doors, the map will pick at random.
    6. Increased the chances of later traps activating from 25% to 33% when AFK mode is active.
    7. Removed the Red win trigger from blue spawn. Red team will still win 30 seconds after the glass wall to the control booth has been broken, but gives it blue a little longer to defend the room as they make their final stand.

    Please note that unless there unless the map becomes broken after a future TF2 update, I am unlikely to continue updating this map. The map is optimized as much as possible short of rebuilding the whole map from the ground up. This is not something I want to do as I have other projects I want to work on.

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  • 111112oo avatar
    111112oo username pic Joined 7y ago
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    4y
    still crashes
    where's my chips
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  • [GmT]Werewolf avatar
    [GmT]Werewolf Joined 9y ago
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    4y
    The map has been updated to version 2, hopefully fixing the crash issue. Please let me know if the crash continues. **Version 2 Change Log:** - Fixed cubemaps being projected onto deleted brushes. - Reduced overall cubemap quality. - Reduced the size of some textures. - Removed unneeded light/shadow options from various props. - Removed Melee only trigger and filters. NOTE: This map was built for using the Deathrun plugin, but support has been added for servers running using the VSH or FF2 plugins. Please use a low HP boss if you wish to use use this map on a VSH/FF2 based server! An alternate download for the vsh version of the map has been included here: https://dl.dropboxusercontent.com/u/8368863/vsh_dr_hourglass_v2.bsp.bz2 The map can also be found on the Steam Workshop: - DR_ version: https://steamcommunity.com/sharedfiles/filedetails/?id=454125874 - VSH_DR version: https://steamcommunity.com/sharedfiles/filedetails/?id=471833040
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    4y
    I have been investigating the cause of the crashes, and I am trying to fix them.
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  • Skyzation avatar
    Skyzation Joined 4y ago
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    4y
    Same issue here, whole game crashes upon loading apparently.
    hi
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  • Whitepaw avatar
    Whitepaw Joined 7y ago
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    4y
    A friend and I have attempted to start this map on our own servers but it crashes before it fully loads.
    Bananite
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[GmT]Werewolf
[GmT]Werewolf Joined 9y ago
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Design, Build, Testing
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worMatty
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[GmT]Werewolf
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Development Info

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License

You are free to:

  • Share - copy and redistribute the material in any medium or format. The licensor cannot revoke these freedoms as long as you follow the license terms.

    Under the following terms:

  • Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
  • NonCommercial — You may not use the material for commercial purposes.
  • NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material.

IF YOU FEEL THE NEED TO EDIT THE MAP:

Please message me first! Leave feedback on this post, PM me directly on Steam or email me (found on my Steam profile), but do NOT edit the map to 'fix' something. Tell me the problem so that I can fix the issue myself and post that fix here for others to download.

Details

Version
5

Attributes

Miscellaneous
Players
24
Development State
Final/Stable

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