dr_firetemple

A Map for Team Fortress 2

Updates

MapParentSubmitterStats
  • Improvement Improved doors.
  • Optimization Slightly optimized sound.
  • BugFix Fixed players and boss door getting stuck in boss door lock (now the lock disappears upon reaching the ground).
  • BugFix Fixed game texts staying on screen forever (each now disappear after staying 15 seconds on screen).
  • Adjustment Moving flames wall now stays immobile 1 second after activating before it starts moving.
  • BugFix Fixed players getting teleported inside the cage trap when they are walking on the secret bridge.
  • BugFix Added a teleport above the pillar of the way back in order to prevent players from getting stuck in the ground.
  • BugFix Fixed boss key moving walls trap's range.
  • Other minor modifications.
beta 4a 4mo
Stats
  • Overhaul Reworked the fire maze.
  • Overhaul Reworked the way back to the entrance.
  • Addition Added a new room on the left on the entrance.
  • Addition Added humiliation.
  • Addition Added actual doors.
  • Adjustment First trap now has a hint for its range.
  • Adjustment Platform traps are now more aligned in order to make feints less risky.
  • Removal Removed 50/50 doors.
  • Adjustment First key trap range has been decreased.
  • Adjustment Push fans trap range gas been decreased.
  • Adjustment Spike trap before the firemaze's pushing effect has been removed.
  • Adjustment Fire maze's spinning trap range has been decreased.
  • Adjustment Both traps range in hammer room has been decreased.
  • Adjustment Removed an automated spike.
  • Adjustment Stalfos trap range has been decreased.
  • Improvement Freerun: Added a teleport in the new room after the hammer.
  • Improvement Freerun: Fire maze is now deactivated.
  • Optimization Improved particles. (This should fix a crash related to the number of clients connected at once.)
  • Adjustment Boss fight: Boss is no longer immune to fire.
  • Adjustment Boss fight: Decreased reinforced boss resistance.
  • Adjustment Boss fight: Buffed giant boss resistance.
  • Improvement Boss fight: Added arrows on the sides of the arena to indicate where to go back up.
  • Improvement Boss fight: Added pushs in the holes near the pickups in order to allow players to go back up inside the arena.
  • Improvement Improved runners spawn.
  • Improvement Improved great fairy fountain.
  • Other minor modifications and stuff that I might have forgotten.
beta 4 4mo
Stats
Map updated to b4a :

After a couple days of gameplay, I've seen nothing that breaks the map so far, but a couple annoying things keep happening, so I decided to release a fix now.

Those annoying things include the game texts staying on screen, which is weird because those were working fine during play test. There are trigger outputs within the map that are supposed to make those texts disappear when runners do what they are supposed to do but those aren't working on public servers for some reasons.

Another one is the doors I implemented. Those kept bugging out and hurt people. And truthfully this is my fault. I didn't fully understand how to make proper doors and thus I ended up checking wrong flags and entering unnecessary parameters. Now they are working just fine.

I also took the opportunity to make other adjustments I forgot to do in the actual update.

As usual, don't hesitate to report to me any issue you might encounter.
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Map updated to b4 :

There it is. Now that I'm not busy anymore with college stuff (for now), I had plenty of of spare time to work on this map. In spite of the tools that I'm using trying to destroy the map, I successfuly finished that beta, which is going to be the last one. The next versions I'll be releasing will be release candidates with minor improvements, tweaks and bug fixes, as I've pretty much everything I wanted to do that are compatible with deathrun AND don't extend rounds time too much. Perhaps I'll also add another easter egg in the near future related to those pots and crates, who knows?  Now I've got plenty of edicts available. Yep, by learning how to do particles, I've optimized the ones in my map, freeing over 600 edicts, which roughly equals to 1 third of the limit. Talk about an improvement.

Anyway, I hope you'll enjoy it!

FOR SERVER ADMINISTRATORS: I've included a special note for you inside the archive. You really should read it, especially if you are updating the map.
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Map updated to b3b :

After 2 weeks of playing the map whenever I could (big thumbs up to Retroservers for that), I haven't encountered any other gamebreaking issues so far, thus I decided to make the last sub-release of the 3rd beta version. It fixes small issues and tweaks some stuff. Hope you'll enjoy it!
----------------------------------------------------------------------
Map updated to b3a :

Being without testers and proper test servers makes thing a little harder to work as expected. That could be seen with that glitched teleport. Anyway that's fixed now, hopefully it's going to be the only game-breaking issue for that version.

----------------------------------------------------------------------
Map updated to b3 :

Here we go! b3 is done and now online. Boss fight was quite tough to make but I'm very pleased with the result.

Note : if you are a server administrator and plan to add/update the map to your server's map rotation, please read the README file included.

PS : sc**w you Volvo for that damn edict limit. I had to cut off the "adding stuff in pots & crates" part... Here I thought it was all ready on the first place...
--------------------------------------------------------------
Update :

There will definitely be an update of my map, and it's coming soon! Playing awesomes maps and having so much ideas gave me enough motivation to keep working on it.

Boss fight is on its way!

------------------------------------------------------------
Hello everyone.

Here's my first deathrun map for Team Fortress 2 which I originaly made for HmX Gaming but since the community died, I'd rather share it with everyone than toss it in the trash.

As some of you can already guess by looking at the pictures, I made this map based on the iconic game The Legend of Zelda: Ocarina of Time and especially on the fire temple (hence the name of the map).

It currently has 20 traps, including a 50/50 doors and a fire maze. A freerun button is available for the activator if he wants to skip his turn. There's an afk killer which triggers one minute after the round begun.
Currently, the only ending possible is Instant Win (the two others aren't available yet).

Concerning the updating part, I haven't planned any yet since the community this map was made for has died (as stated above). However, I might change my mind if it gets popular enough. Thus, don't hesitate to comment to let me know if you appreciate the map, if you think about any improvements and/or if you discover any issues.

NB : If you planned to add the map to your own server, make sure to give it a large round time, it's a really huge map.
------------------------------------------
Current known issues : none.

Files

Posts

  • Rustygolfclub avatar
    Rustygolfclub username pic Joined 1y ago
    Ripe Supporter
    *sleeps* UWU
    457 points Ranked 10553rd
    7 medals 1 legendary 1 rare
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    • 6 months a member Medal icon
    4mo
    Oh boy looks like the outpost is going to have to update their roster again... I think. (haven't been on in a while but the people who played there know the struggle)
    Bottled water kills. avatar
    Mantra
    Bottled water kills.
  • The file size for this map is incredible huge, nonetheless its content makes up for it remarkably.

    However, I've had experience on the Deathrun server I regularly visit ( Disc-FF ), this map usually tends to crash when there are more than 20 players. I'm no mapper ( at least not yet ), so the cause of this is relatively unknown to me.


    ( P.S. This might seem like a stretch to ask, but is there actually any way to reach the third and fourth Rupees upon the pillars and the giant boulder room? )

    ( I have done a single-player runthrough of the map and were pretty stumped upon how to obtain those two. )
    Yeet Meme
  • AgentApple50 avatar
    AgentApple50 Joined 3y ago
    Offline
    884 points Ranked 5887th
    1y
    Could the lava do more damage pls, if a hale has alot of hp it takes forever for him to die in the boss room.
    Deathrun God
  • HyperPinkiePie avatar
    HyperPinkiePie Joined 3y ago
    Offline
    720 points Ranked 7081st
    2y
    Wow! the map looks amazing from the screenshots :) I'm gonna download it later and see how it is
    Lets Party! avatar
    Mantra
    Lets Party!
  • Bert54 avatar
    Bert54 Joined 2y ago
    Offline
    457 points Ranked 10553rd
    2y
    Posted by NerfPlayeR135

    I just did a singleplayer runthrough of the map, and it is amazing. I think you captured the atmosphere, feel, and design of the Fire Temple (and Zelda dungeons as a whole) perfectly. I especially love the incorporation of keys and the Megaton Hammer. However, I did spot a few texture errors, and I feel like there needs to be an incentive to break the pots and crates. Maybe you could hide health or ammo packs in some of them.

    I think Disc-FF, a server group that I regularly play on, would love to use this map on its Deathrun server. I will do my best to have it added to the server's map rotation.
    Hiding stuff in the pots and crates if one of the features I originally planed to do in b3 before well... you know what.
    And yes I am already aware about some textures issues (such as the one near the first switch) and brush issues (in the boulder corridor)
    Bananite
  • NerfPlayeR135 avatar
    NerfPlayeR135 Joined 4y ago
    Offline
    431 points Ranked 11067th
    2y
    I just did a singleplayer runthrough of the map, and it is amazing. I think you captured the atmosphere, feel, and design of the Fire Temple (and Zelda dungeons as a whole) perfectly. I especially love the incorporation of keys and the Megaton Hammer. However, I did spot a few texture errors, and I feel like there needs to be an incentive to break the pots and crates. Maybe you could hide health or ammo packs in some of them.

    I think Disc-FF, a server group that I regularly play on, would love to use this map on its Deathrun server. I will do my best to have it added to the server's map rotation.

    9

    TF2 Player
  • Bert54 avatar
    Bert54 Joined 2y ago
    Offline
    457 points Ranked 10553rd
    2y
    Posted by NerfPlayeR135

    I'm not sure if you realized this or not while you were making this map, but another Deathrun map uploaded to GameBanana, dr_volvagias_lair, is also based on the Fire Temple from Ocarina of Time, albeit a bit more loosely than yours. In your map I can see a lot more of the overall design of the source material, such as how the rooms are laid out and how textures are used. Both maps do a good job aesthetic-wise, although I've only played volvagias_lair.
    No I didn't know this map existed and I couldn't find it before today (wrong use of keywords perhaps?). But remember at first I made dr_firetemple for a specific community. Still, thank you for letting me know :)
    Bananite
  • NerfPlayeR135 avatar
    NerfPlayeR135 Joined 4y ago
    Offline
    431 points Ranked 11067th
    2y
    I'm not sure if you realized this or not while you were making this map, but another Deathrun map uploaded to GameBanana, dr_volvagias_lair, is also based on the Fire Temple from Ocarina of Time, albeit a bit more loosely than yours. In your map I can see a lot more of the overall design of the source material, such as how the rooms are laid out and how textures are used. Both maps do a good job aesthetic-wise, although I've only played volvagias_lair.

    9

    • Thanks x 1
    TF2 Player
  • Mr. Heavy avatar
    Mr. Heavy username pic Joined 2y ago
    Offline
    429 points Ranked 11102nd
    2y
    Looks pretty cool.
    Hoovy Main

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Credits

Maker
Bert54
Map Maker
Contributors
Bud Fudlacker
Tester (b2)
TinCro
Tester (b2)
Kennyluz
Tester (b2)
Jack
Tester (b2)
Offenen
Tester (b2)

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Bert54 avatar
Bert54 Joined 2y ago
Offline
457 points Ranked 10553rd

Bert54
Creator
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Development Info

Notes
Map made in Hammer Editor.

Tools used: Source SDK, Audacity, Paint.NET, Gimp, VTFEDIT, Wavosaur, VIDE.

Map design inspired from The Legend of Zelda OoT

Current known issues : none

Game

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License

CC BY-NC-SA 4.0

You are free to:

  • Adapt — remix, transform, and build upon the material

Under the following terms:

  • No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.

Details

Version
b4a

Attributes

Environment
Underground
Size
Huge
Aesthetic
Pixelated
Development State
Beta
Textures
Custom
Players
32

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Stats

  • 571 Downloads
  • 3,681 Views
  • 12 Posts
  • 2y Submitted
  • 4mo Modified
  • 4mo Updated

Scores

80 bScore
9 Rating

3 voters

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