dr_runoff

A Map for Team Fortress 2

It's a deathrun map made by me. What else?
This map features 15 traps and an additional set of 5 automatic traps. Most of these traps are animated models.
5 endings, which 3 of them are locked, as well as some secret rooms, player attachments and other.
The map is compiled in HDR and uses custom soundscapes and soundscripts.
This is the 5th version, following 4 previous beta versions. This version is a release candidate, and will be updated to final if there are any major issues with the current version.

Please do NOT use any of my assets anywhere.

The filesize of this map is large due to the amount of custom content.
Please inform me of any bugs and exploits, thanks.
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  • Dalix avatar
    Dalix Joined 3y ago
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    1y
    Those players who run game at directx8, crash after map load
    Bananite
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  • Vincentor avatar
    Vincentor Joined 8y ago
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    2y
    looks like dr_runoff will be getting a surprise update to final version in the upcoming weeks, including bug fixes, final details, removal of unused rooms & content and overall greatly reduced filesize
    Cocking about
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  • Vincentor avatar
    Vincentor Joined 8y ago
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    2y
    dr_runoff may no longer be updated to the final version, i have no interest in opening this map up again
    this is mostly due to the painful manual packing process because compile pal is unable to handle this map and the bsp repack method doesn't work on it either

    i have an upcoming map in development, i'll be focusing on that project instead
    Cocking about
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  • AgentApple50 avatar
    AgentApple50 Joined 3y ago
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    Posted by Vincentor

    Posted by AgentApple50

    I just did testing and I can confirm that the water does 300 dmg and not 500

    Also if the red suicides before falling in the tank then the round will not end.
    only the water in the first section does not to a sufficient amount of damage, i already fixed this

    as for the water tank, i swear i added a roundwin if the red cage breaks even if the red player doesn't end up in the water

    i just checked, there IS an output that makes blue team win if the red cage breaks

    Ah just realized, it happened on version b4 so maybe thats why. Just gonna explain what happens anyways. A scout suicided before the cage even broke, but if it is fixed then thank you.
    Deathrun God
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  • Vincentor avatar
    Vincentor Joined 8y ago
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    2y
    Posted by AgentApple50

    I just did testing and I can confirm that the water does 300 dmg and not 500

    Also if the red suicides before falling in the tank then the round will not end.
    only the water in the first section does not to a sufficient amount of damage, i already fixed this

    as for the water tank, i swear i added a roundwin if the red cage breaks even if the red player doesn't end up in the water

    i just checked, there IS an output that makes blue team win if the red cage breaks
    Cocking about
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  • AgentApple50 avatar
    AgentApple50 Joined 3y ago
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    I just did testing and I can confirm that the water does 300 dmg and not 500

    Also if the red suicides before falling in the tank then the round will not end.
    Deathrun God
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  • R60D avatar
    R60D Joined 2y ago
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    764 points Ranked 6744th
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    Wow... i am excited to play on this map.
    :D

    .....
    And wow... i am honestly impressed.
    The only problem is that the map is uncompressed 300mb making the map kinda hard to host on servers. Otherwise It's incredible. Every trap has been thoughtfully designed. And new things that I have never seen on deathrun maps like the changing motivator and such visually complicated traps.

    9

    :D
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  • Vincentor avatar
    Vincentor Joined 8y ago
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    2y
    Posted by AgentApple50

    Amazing map but I have a couple suggestions or exploits to explain.

    1. Could you make the water do 450 dmg minimum since overhealed heavies can bypass obstacles if skilled enough.

    2. Put invisible barriers over the two lights at the 3rd trap as servers with modified stats like a jump height can jump ontop then go across the top.

    3. The pumpkin trap could use a buff, perhaps make it teleport you in when you are jumping over it while activated.

    4. The banana trap can be escaped if you jump rapidly while inside and have enough luck. Also when it is active and you did not pass the trap, if you jump while going in the trap you will be pushed forward at high speeds.

    5. At the shark trap you could survive it if you open the sewers and drop in, the trap is basically useless if the server allows weapons. Perhaps add a barrier over the hole when it is active.

    6. At the zap trap, if a player bypasses the trap while the hale is still in it, the player can run to the end as it takes time to use the zap gun 2x then run to the last trap. 

    That's about it, wonderful map, a favorite on the server I play. Great job on this masterpiece!

    PS: While roaming around I found a undertale room. I cannot find anyway in there though. Is it incomplete or is it just really well hidden? :D

    PSS: What is the song name in the credits room?

    Have a nice day :)

    1. the water should do exactly 500 damage, the map was made with weapons in mind, but i have never seen a server that allows mediguns and overheal so i haven't considered that
    2. again, the map was based upon servers that do not allow double jumps and disable any other movement impairing effects
    3. this is intentional
    4. it shouldn't be possible to just jump out, only a detonator jump should get you out
    5. i added an invisible cap to it when it is being activated, but it seems like i broke that somehow
    6. you can cancel the trap by jumping out of it in case someone rushes by

    just fixed everything you mentioned, it'll apply in the final version

    there's a few rooms that are left unused, including the undertale room you've discovered. these were left unfinished due to the lack of entity space.
    the music that plays in the credits room is an edit i made to the instrumental version of "Quiet Man" by "The Queenstons" (remastered Figurehead album)

    Cocking about
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  • Vincentor avatar
    Vincentor Joined 8y ago
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    2y
    Posted by Frosty Scales

    Huge file size, did you use bsp_repack on the map before releasing it?


    unfortunately repack has always had unwanted results with this map, to the point where the map itself becomes corrupted
    Cocking about
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  • AgentApple50 avatar
    AgentApple50 Joined 3y ago
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    884 points Ranked 5921st
    2y
    Amazing map but I have a couple suggestions or exploits to explain.

    1. Could you make the water do 450 dmg minimum since overhealed heavies can bypass obstacles if skilled enough.

    2. Put invisible barriers over the two lights at the 3rd trap as servers with modified stats like a jump height can jump ontop then go across the top.

    3. The pumpkin trap could use a buff, perhaps make it teleport you in when you are jumping over it while activated.

    4. The banana trap can be escaped if you jump rapidly while inside and have enough luck. Also when it is active and you did not pass the trap, if you jump while going in the trap you will be pushed forward at high speeds.

    5. At the shark trap you could survive it if you open the sewers and drop in, the trap is basically useless if the server allows weapons. Perhaps add a barrier over the hole when it is active.

    6. At the zap trap, if a player bypasses the trap while the hale is still in it, the player can run to the end as it takes time to use the zap gun 2x then run to the last trap. 

    That's about it, wonderful map, a favorite on the server I play. Great job on this masterpiece!

    PS: While roaming around I found a undertale room. I cannot find anyway in there though. Is it incomplete or is it just really well hidden? :D

    PSS: What is the song name in the credits room?

    Have a nice day :)

    Deathrun God
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Vincentor
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Dr. Face
Underground & Arctic prop pack

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  • Today's Pick Aug 20 2016
  • 989 DLs
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  • 14 Posts
  • 2ySubmitted
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