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Dr_simulation_beta2

A Map for Team Fortress 2

Updates

beta2 26d
  • Overhaul overhauled the entire map to make it easier
  • Addition New textures
  • Addition New music
  • Addition New room
  • Removal removed the musicroom at the start
  • Removal removed the last room (the one with kronk)
This is dr_simulation_beta2. This map is still work in pogress. If you experience any bugs or issues pls let me know. Feedback would be appreciated.

Its just a hard parkour map with some music in it. 

music:
Mega Drive-Visceral Grit '92
Perturbator-Birth of the new model
Dan Terminus-No Escape, No Exit, No Survivors
Carpenter Brut-Fab tool
Carpenter Brut-Maniac
Jojo's Bizzare Adventure-Awaken (Pillar Mem Theme)

All images and music are copyright to their respective owners.

Files

Todos

minigames beta3 (last beta version) High Priority
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  • worMatty avatar
    worMatty Joined 7y ago
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    21d 21d
    Hello, Prowi.

    We did a play test of your new version, beta 2. I actually got confused and thought this was nutwoomy's map so some of my comments might not make complete sense until I realised it wasn't his.

    It's nice to see some changes from feedback. It's not often I get to see it and when it happens it's a great feeling because it's like someone listened to you.

    I changed the format of feedback during play tests a bit because I was asking open questions of people and they weren't giving any satisfactory answers. Now I give them closed questions that can only be answered yes or no and it gets more results. I ask these questions towards the end of a play test.

    Good work improving your map. I think it's not quite there yet and still needs some difficulty adjustments but it's a huge improvement on beta 1. There is a lot more visual clarity and less noise. The traps are easier and therefore more enjoyable because they aren't always frustrating but still feel like a challenge.

    Visibility of the runners for the activator still needs a big improvement because you can easily lose the runners. No one seems to know what the manual traps are so the map feels like it's just an automated platforming map. I would offer some ideas for manual traps but I don't think anyone would notice the effects.



    Your problem is like Neonoir. It's easy to make automated traps  but if you do it a lot you can't really do manual traps anymore because they just seem like automated hazards. The runners don't know any better. These styles of map are not realistic environments so they can never have random real world events like 'accidents', like you can have in a factory-themed map. You're limited to lasers and platforms, and that's what most of the map is made up of so how can the runner tell? Everything in these environments has a purpose, which is to serve as a platform, or something to dodge, or decoration.

    I suppose one possible way to do traps is to 'interfere' with the normal operation of a trap by throwing up unexpected obstacles, or perhaps just giving over control of one of the automated elements to the user, but it still has to be in a way that's fair. I don't know how you can do this without making a shit activator experience.

    Perhaps you could offer a different experience to the activator instead of just triggering traps. Perhaps the activator could be an unseen agent that's trying to impede the progress of the runners by solving puzzles faster than the runners can overcome obstacles. It could be a kind of race. If the activator succeeds, the path is made more dangerous for the runners or a door is locked. If the runners succeed, they get the safer path and could get a bonus such as a choice of where to go next, or in some cases a resurrection token for the minigames (an intel flag). Maybe they could actually unlock access to individual minigames by completing a section before the activator completes their task.

    All the best,

    Matty
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  • sunstep avatar
    sunstep Joined 10mo ago
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    2mo 2mo
    I've played the map a few times now. Not much I just downloaded it yesterday. 

    I already figured out how the map works by now and how to pass everything. This is just in theory, in practice I still need to do a lot of practice to get it perfect.

    First,  please reduce the amount of times we have to look up / down. It's uncomfortable. In Neonoir we only have one path where we have to look up. But this goes too far, I'm sure many people will agree with the fact that it's uncomfortable having to look up / down all the time. There is even a part where we have to look up, strafe and manage to avoid a laser. I can't look up and at the laser at the same time. At this point I feel like some parts of the map are just more luck based (I mean more like jump and hope you land right and not like 50 / 50 doors) than skill based.

    Other than that I've found this map very confusing and it took me a long time to figure out how most parts worked. Adding small signs like "look up", "look down", "strafe", "invisible platforms" etc might help the player find his way to the next part. 

    But at the end I can conclude that this is a good map. It's not some Bazinga reskin that sucks. No it's a challenging map that has a lot of potential. I am looking forward for this map to have minigames. 

    BUT DR_hyperdrive is going to take the win for being more unique. There are parts in the map that I haven't seen before, while this map has too many things from neonoir. Even if the part isn't exactly like from neonoir. most things just remind of me of neonoir. A good example of this is the spawn. 

    • Helpful x 1
    Bananite
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  • sunstep avatar
    sunstep Joined 10mo ago
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    2mo
    -Challenge accepted

    • Agree x 1
    Bananite
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  • CallMeJ avatar
    CallMeJ Joined 4mo ago
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    230 points Ranked 57,888th
    2mo 2mo
    i like it

    the map is challenging and looks good

    • Thanks x 1
    Bunger
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  • worMatty avatar
    worMatty Joined 7y ago
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    2mo
    Hello, prowi.

    Some of us tested your map for a bit tonight and we have some feedback.

    Here is the video of us play testing the map:



    Here is the demo file of that event that I recorded should you need it.

    Here is some text feedback:

    • At least one music file keeps playing into the next round. I explained how to fix this in my reply to your reply to TehSolderPig's comment.
    • The map music can't be controlled by the game's music volume slider. You can fix this by going to each of your ambient_generics that plays music and adding a hash/pound sign to the start of the Sound Name field. So for example if it used to look like this: ui/gamestartup20.mp3 it will now look like this: #ui/gamestartup20.mp3. It's good to let people adjust the volume of music in case they want to play in silence, have their own music or want to stream your map.
    • The map is not repacked. Repacking is not packing, it's actually a method of compressing the map so it becomes as small as a map in an archive such as Zip or RAR. It can be done using the game console or CompilePalX. Here is a guide about it.

    I also made my own in-depth feedback video that I hope will be useful to you:



    Hopefully you'll get some good play testing and feedback from community servers in the days to come, but I wouldn't sit around and wait for them to contact you, because hardly anyone will, so instead try and join any servers running the map. teamwork.tf may be helpful there. You should consider holding off releasing a new version for as long as possible and fitting as many bug fixes and changes as you can into it before you do. There is no need to rush a new release out straight away.

    Kind regards,

    worMatty
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  • TehSoldierPig avatar
    TehSoldierPig username pic Joined 3y ago
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    270 points Ranked 55,631st
    2mo 2mo
    Hello, we tested your map with a group, and I want to list the problems I found on the map:

    • The map is too hard to be called impossible.

    • The music doesn't resetting after new round

    • Flashing and glowing lights, hurting eyes.

    • Map is so long and makes it impossible to beat it.


    I hate to say that but this map is so difficult that there is a possibility that it will never be added to the servers.

    Your map is good, but please fix it.
    Bananite
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  • elshockwave avatar
    elshockwave Joined 9mo ago
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    2mo
    Looks an nice map. gg !
    frenchy
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  • Panorama avatar
    Panorama username pic Joined 8mo ago
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    2mo
    Ma man did an acid trip map

    Horny 'Sniper Main'
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Credits

Key Authors
prowi.
Mapper

Submitter

prowi. avatar
prowi. Joined 5mo ago
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150 points Ranked 65,339th
prowi.
Creator
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Category

License

Details

Version
beta

Attributes

Textures
Custom
Development State
Beta
Size
Large
Environment
Indoor

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