DR_4Halls

A Map for Team Fortress 2

Updates

MapParentSubmitterStats
  • Fixed players not dying to the lava in the 3rd hall.
  • Moved the source of the particle effects so they are properly visible (half of the effect was under the map)
  • Fixed the missing particle effects in the VSH version
  • Added a tf_glow effect to the motivator. This allows players to see where he is at all times.
  • Updated a few minor textures.
Version 6 Update 2y
  • Added a map-wide func_nogrenades zone to the map. This will prevent all rocket and sticky jumping attempt, preventing players from bypassing sections of the map.
  • Updated the lava texture used in the 3rd hall.
  • Added steam particle effects in the 3rd hall.
  • Fixed the missing particle effect from water in the 4th hall.
  • Added a BlockBullets wall between the end of the winner platform and the losers cage. This will stop the blue being able to shoot at the reds on servers where weapons are allowed.
  • Added a BlockBullets wall across the middle of the BHOP arena. This will stop both teams from firing at each other on servers where weapons are allowed.
  • Expanded the trigger_stun zone in the cage to match the blocked off area.
  • Trap 14 (Spamming Demoman) - Reduced the number of grenades fired by the demoman from 30 to 20.
  • Updated the credits sign.
Version 5 update 3y

A re-build of an older TF2 Deathrun map, brought up to date to fix old issues!

About The Map This map was originally built by Snaggle back in 2013. Since then it's been played on a few servers, but it had various bugs and issues preventing people playing the map. As Snaggle did not want to update the map himself, he has given me permission to update the map and fix its bugs. I have opted to re-build the map from scratch, porting over the traps and giving them an update. The map has a few new traps, but for the most part is still recognisable as DR_4Halls, rather than a map inspired by it.

Features
- 17 activate-able Traps
- Full idle player management:
  1. Themed player motivator (Seeman) deployed after 2:30 minutes. This will sweep the play area killing all red players who choose not to run.
  2. If Death (Blue) are idle, AFK mode is enabled! This is enabled 30 seconds after round start.
  3. Idle red players are killed 1:00 minute after round start.
  • Anti-Rushing systems to prevent rushers from getting too far ahead of blue.
  • Upon beating the course, red players have 30 seconds to pick between 3 win options:
    1. "Bunny Hop" minigame
    2. Instant Win
    3. "Rapid Racing" minigame
    4. Alternatively should red NOT pick an option within 30 seconds the map will force a red win.

    5. - Blue Hint system that allows Death to see the kill area for some traps.
    6. Easy mode! If there are less than 6 red players at the start of a round, some traps are disabled!
    3rd Party Content
     - Chaofanatic's "General use lava effects 1.0" - http://tf2maps.net/downloads/general-use-lava-effects.431/
     - Red + Blu wood from "Japan Theme Pack" - http://japan.tf2maps.net/
     - SkyppySDK's "Skyppy's Misc Pack for Source" - http:\gamebanana.com/textures/4138
     - Tumbolisu's "Water 'Powerup' 1.1" - http://tf2maps.net/downloads/water-powerup.435/
     - Void's "Nuclear Waste 1.0" - http://tf2maps.net/downloads/nuclear-waste.381/
     - Void's "Pristine Techwalls 1.0" - http://tf2maps.net/downloads/pristine-techwalls.411/
     - Yrr's "Molten Steel + Glow" - http://tf2maps.net/downloads/molten-steel-glow.1162/


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  • It's ok really. Kinda overrated. The traps are basic and freerun is a cheap option for deaths.
    Bananite
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    2y
    V6 Change log:
    1. Fixed players not dying to the lava in the 3rd hall.
    2.  Moved the source of the particle effects so they are properly visible (half of the effect was under the map)
    3. Fixed the missing particle effects in the VSH version.
    4.  Added a tf_glow effect to the motivator. This allows players to see where he is at all times.
    5.  Updated a few minor textures.
    The Werewolf
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    V4 change log ================= 1. Trap 8 (Platforms) - Removed the upward push mechanic, replacing them with killing brushes. This was easier than trying to fix the bugs around the old design with increasing levels of complex systems. The lasers remain to discourage players from trying to jump over. 2. Trap 6 (Incinerator) - Fixed players being able to bypass Seeman by jumping over to the incinerator door. 3. Cubemaps now show properly.
    The Werewolf
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    > **Posted by AgentApple50** > It is a nice map, but if you don't like freeruns then could you make the freerun button kill the activator then please. Oh I agree, I gave DR_Bank") a killing freerun button. But I figured that as this map has an AI system then why not let that take over instead!? In either case I like the idea of making the button a boring option for death to encourage them to actually play the map. > **Posted by AgentApple50** > A couple bugs are the steam trap that explodes does very little damage, making it useless. The trap where you are in a box then burned to death, when the door is closed, you can go on the ledge. Not a big deal but im not sure if people can walk in the room by sitting there or not when it is used. Thanks for that, another admin also reported that one and a couple others to me a couple days ago so I have V4 in the works, which should be done soon. And thanks for rating the map!
    The Werewolf
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    > **Posted by [GmT]Werewolf** > > > **Posted by AgentApple50** > > > > The freerun button is impossible to win with when activated since AI is the death. making each red die from each trap. please nerf or remove. > > No, because that's the point. Freeruns are a waste of the game, so if someone does not want to be death they can still let other people play the map. Plus not all servers allow death to opt out or kill themselves. > > But otherwise would you mind rating the map please? It is a nice map, but if you don't like freeruns then could you make the freerun button kill the activator then please. you cannot juke the traps when it is a AI triggering them. I am an admin for the Disc-ff deathrun servers, and everyone except two people hit the freerun button because they knew they would win no matter what. A couple bugs are the steam trap that explodes does very little damage, making it useless. The trap where you are in a box then burned to death, when the door is closed, you can go on the ledge. Not a big deal but im not sure if people can walk in the room by sitting there or not when it is used. as far as I can tell, all the traps are pretty balanced, so good job on that.

    8.6

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    • Interesting x 1
    Deathrun God
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    > **Posted by AgentApple50** > > The freerun button is impossible to win with when activated since AI is the death. making each red die from each trap. please nerf or remove. No, because that's the point. Freeruns are a waste of the game, so if someone does not want to be death they can still let other people play the map. Plus not all servers allow death to opt out or kill themselves. But otherwise would you mind rating the map please?
    The Werewolf
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    The freerun button is impossible to win with when activated since AI is the death. making each red die from each trap. please nerf or remove.

    8.6

    Deathrun God
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[GmT]Werewolf GmodTech Mappers Flag
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Rebuild and updating
Original Author
Snaggle
Made the original version of dr_4halls

Submitter

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[GmT]Werewolf GmodTech Mappers Flag
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Development Info

Notes
Software used:
- Hammer
- Gimp 2.8
- Paint.net
- VTFedit
- Audacity

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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
6

Attributes

Miscellaneous
Players
24
Development State
Final/Stable

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  • 1.9k DLs
  • 6.7k Views
  • 7 Posts
  • 3ySubmitted
  • 2yModified
  • 2yUpdated

Scores

73 bScore
8.2 Rating

4 voters

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