dr_undertale (Actually finished)

A Map for Team Fortress 2

Updates

MapParentSubmitterStats
  • Addition Muffet minigame second phase
  • Adjustment Monster kid sprite updated (It was unsettling)
  • Adjustment Slight changes to certain trap timings and kill radii.
  • BugFix Fixed most random deaths
  • BugFix Being able to push sans bonewalls
  • BugFix Rising pillar trap move direction fixed.
  • BugFix Computer trap completely fixed
  • BugFix Sans minigame soundbug for spectators fixed.
dr_undertale_fi
nished_v2fix2
6d
  • Addition Timelimit added to finish room
  • Addition Timelimit added to sans last phase
  • Addition Timelimit added to humiliation
  • Addition Gaster blaster and flowey animations added.
  • Improvement Slightly smaller file size
  • Optimization Unused space removed
  • BugFix Missing spawn texture
  • BugFix Computer trap collision fixed
  • BugFix Fixed Undyne spear trap
dr_undertale_fi
nished_v2fix
14d
This map is a partial remake of the Garry's mod map Deathrun Undertale. It has been almost completely retooled to work with tf2. Please give credit to original map maker Coderz.

(pictures may be a bit outdated) but mostly it's the same.

Things that i Added

-Snowfall to the winter area
-Reducing the map file size to half. Easier for servers hosting the map.
- Added The MTT building in the winter area, it has 3 minigames(one secret), 50/50,Instant win, and humiliation.
-Added a motivator (comes after 2 minutes and it's sans)
-Added death side speed booster.
-Little tweaking to trap difficulty.
-Sprite fixes.
-Runners can no longer see death activating traps.

If you find any bugs please post them here :)

I have permission from the map maker to port this map to tf2.

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  • R60D avatar
    R60D Joined 3y ago
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    14d
    Whoops forgot to post the newest file.
    Now its fixed.
    :D
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  • R60D avatar
    R60D Joined 3y ago
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    2y
    Posted by Frosty Scales

    Posted by R60D

    Posted by Frosty Scales

    the antialiasing on the textures is screwed, use the "Point Sampling" flags on the VTF files in your next update.

    Also add a way for the death to get back up from that drop in the first part.

    Thank you for the recommendation.
    I think there is already a teleporter for getting up in the first part.
    it teleports you up and the you get pushed back into it and teleported back down iirc

    i could be wrong since i only fucked around with it for a good minute or so

    main issue is the textures though so look into those


    That only happens when you move to the left when you get teleported. But i can fix that.
    Working on those texture issues. thank you so much for telling me how to fix them. I had been searching for an answer
    :D
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  • Frosty Scales avatar
    Frosty Scales Joined 3y ago
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    2y
    Posted by R60D

    Posted by Frosty Scales

    the antialiasing on the textures is screwed, use the "Point Sampling" flags on the VTF files in your next update.

    Also add a way for the death to get back up from that drop in the first part.

    Thank you for the recommendation.
    I think there is already a teleporter for getting up in the first part.
    it teleports you up and the you get pushed back into it and teleported back down iirc

    i could be wrong since i only fucked around with it for a good minute or so

    main issue is the textures though so look into those

    8.4

    John Smiley from Syria
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  • R60D avatar
    R60D Joined 3y ago
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    982 points Ranked 5460th
    2y
    Posted by Frosty Scales

    the antialiasing on the textures is screwed, use the "Point Sampling" flags on the VTF files in your next update.

    Also add a way for the death to get back up from that drop in the first part.

    Thank you for the recommendation.
    I think there is already a teleporter for getting up in the first part.
    :D
    URL to post:
  • Frosty Scales avatar
    Frosty Scales Joined 3y ago
    Offline
    2y
    the antialiasing on the textures is screwed, use the "Point Sampling" flags on the VTF files in your next update.

    Also add a way for the death to get back up from that drop in the first part.

    8.4

    John Smiley from Syria
    URL to post:
  • Posted by R60D
    I'll try to adapt the map to meet with these requirements. look forward to version 1f
    Thank you!

    Also when the floor will be "fixed" the trap where you stand on a floating wooden board is a bit impossible to do and thus people usually stop there and wait for someone to sacrifice himself. If you could do something about this, an easy fix would be to make the board long and narrow, so people have a chance to get through.
    Maybe that board doesn't even have to go around, could just move back and forth.

    Just an idea c:

    8

    Bananite
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  • R60D avatar
    R60D Joined 3y ago
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    2y
    Posted by Busterino

    Hello, I'm from Blackwonder.tf

    I really like your map expect maybe the height of the rooms in the first section but there have been some problems.

    We have autobhop on our dr servers and that makes the map easily exploitable in a lot of cases. So if you could do something with the floor/ground so people can't bhop back after falling down that'd be amazing.

    The other thing what I'm not sure about is if the map has invisible walls in the 2nd section (snowy). We also have rtd (roll the dice) and if someone would roll "low gravity" it's important that people can't just jump over the walls c:


    I'll try to adapt the map to meet with these requirements. look forward to version 1f
    :D
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  • Hello, I'm from Blackwonder.tf

    I really like your map expect maybe the height of the rooms in the first section but there have been some problems.

    We have autobhop on our dr servers and that makes the map easily exploitable in a lot of cases. So if you could do something with the floor/ground so people can't bhop back after falling down that'd be amazing.

    The other thing what I'm not sure about is if the map has invisible walls in the 2nd section (snowy). We also have rtd (roll the dice) and if someone would roll "low gravity" it's important that people can't just jump over the walls c:

    8

    Bananite
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  • Not sure if its an easter egg or something, but there's a spot on the map where the runners can get to death, see screenshot; http://prntscr.com/c6ds2d
    Bananite
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  • R60D avatar
    R60D Joined 3y ago
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    982 points Ranked 5460th
    2y
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Credits

Original Authors
Coderz
Original map maker
Toby Fox
Creator of the game Undertale
Remake authors
R60D
Porting of the map to tf2. Retooling the map mechanics to work in tf2.
Textures
Toby fox
Textures and sprites
Sounds
Toby fox
all the Music and sound clips.
Sans model
https://steamcommunity.com/id/shatterstag
Papyrus model
https://steamcommunity.com/sharedfiles/filedetails/?id=570197034

Submitter

R60D avatar
R60D Joined 3y ago
Offline
982 points Ranked 5460th

R60D
Creator
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Development Info

Notes
I recommend having at least 18 runners.

Game

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Category

License

Details

Version
V2fx2

Attributes

Players
32
Miscellaneous

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  • 3.7k DLs
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  • 20 Posts
  • 2ySubmitted
  • 4dModified
  • 6dUpdated

Scores

76 bScore
9.1 Rating

5 voters

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