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So, I made a deathrun map. This is of course in dev textures. For those of you who think they are overdone/boring, give it a try :) I try to work with the dev textures in a unique way. Having said that, here is the meat:
16 total Button-sprung traps.
3 Side mini-traps.
Several of which are new and unique traps. I'm releasing this map as a beta for this reason. I'm sure there will be an issue with something that only mass testing can show. Ill wait a week for feedback either through steam or email. And release the final version next Monday.
There is 4 special grenades through out the map, there are not close together, as to shun people who just run for grenades and ignore the point of the map.
There is a 60sec AFK timer in jail, so don't wait around. You will be killed, not teleported.
All buttons can only be pushed once, so make them count (you all can blame this on asshats who button spam)
buck and faj (for those hard to answer questions)
everyone at intoxGaming.com, play on their deathrun server @ 188.8.131.52:27015
and whoever made deathrun_horrorhouse, I wouldnt have made this had I never played your map.
So yeah, thats it.
Beta 2 fixes:
Added a push on the long hall for the Ts
Fixed the team_activator_filter so the door for the Ts at the end doesnt open once one CT falls in the tank. (thx FAJ)
Beta 3 fixes:
Due to a MASSIVE amount of people getting confused in the map (..........) I've changed it to a more traditional deathrun style. if you fall off the platforms, or you get hit by a trap, you die. There is no 2nd chance.
Also changed the airaccel rate
added in the cubemaps i forgot.
Beta 4 fixes:
Increased the size of the smaller pillars on trap 1, also made the larger pillar re-rise after 10secs.
Trap 2 side doors lower after 60, if the Terrorist doesn't press the trap's button.
Trap 3 time was even to match the water rising with the trigger hurt.
Trap 4 was changed to make it where you walk across, as the hanging ladder was rather buggy.
Fixed the clipping issue on the exit door at the end of the map.
Also fixed the timing issue with the Fan on trap 4.
Most of the other traps were reduced by a few secs.
Trap 11 stops after 10secs now.
Aligned a few textures here and there.
Beta 5 fixes:
Added 2 more grenades (1 for me only though :P)
Trap 4 has a new fan, (made by Fibbs, support people who make pre-fabs!)
Also raised the walking beam on trap 4 by 9 units
Trap 5 was overhauled. Pillars are now 30x30 instead of 23x23. Also, only one pillars on each set can be lowered, once that one is lowered it stays and the other one is locked out.
Trap 8 is constantly on now, no button controls it.
Added an ambient sound, may be a little loud, so I may be turning it down in the future.
The gun room at the end now has a push so people cannot come back in it once they leave.
Added invisible walls so terrorist cannot fall off the platform at trap 5
Fixed a few more misaligned textures.
Changed the grenades at spawn a little, might mess with the players vision, but it should be ok.
Changed trap 1, doubled the amount of pillars, this was causing an issue where people could not see cause so many were on 1 pillar.
Reduced trap 3's time again.
Trap 5 looks snazzier
First side trap was tweaked so you wont be killed by the edges of the kill triggers.
Hopefully this will be the last revision, if there is another one, it wont be for a while.
kay this is the last last.
Added an explanation for each trap, requires the orange box in order to see the model. Also requires mani admin to be installed on the server in order for the explanation to work.
Trap 4 was fixed so the fan and the push both stop at the same time.
Trap 6 was reduced to 2 secs
Trap 7 requires you to crouch now, if you stand you will die
Trap 8 now has killzones on top of the 2 moving pieces.
Trap 11 now fixed so you cant crouch along the edge of the walkway
Moved the spawn grenade secret, original is still in the same place, but doesn't go to the grenade lol.
Added a secret knife room, once in the 2 teams have 30 secs to kill the other, or everyone dies.
Fixed the last few texture problems. (i think)
Changed my special grenade so the little light of god goes to the floor and not my waist.
seriously, this is the last. I only did this, cause of the little trap explainers repeating over and over and annoying me, then I got to changing other stuff, so anyway:
Added 3 more prizegrenades, 2 in spawn, another in the map somewhere.
Trap 3 can not be avoid by bhopping along the edges
Trap 11 should startup quicker now
Trap 12 was completely redone, removed the boxes and added a breakable walkway.
Tweaked the iceskating trap some
Added a visable teleporter at the end to the knfe room
Also added my spaceinvader guy to the end of the map, doesnt do nothing. I just added it. lolz
Messed with the lighting near the first couple traps some
Fixed 3 more texture problems.
Some minor things i noticed:
You can not get past this wall if the t does not press the button , could cause problems.
Minor overlapping texture:
The fan (trigger_push) on the climbing part still pushes you off even though its allready turned off
for another 1 or 2 seconds
Your map also got some quite unique traps, not all of them are but some are quite different.
And yes some people think texture maps are overused/boring for a reason , so i can not give you a 10 in looks however it is a good detailed map , and probably one of the better maps you see coming out just with dev textures. In an industrial textured style with an 3d skybox the looks could be improved quite alot.
You can get killed at ct spawns at the doors , not sure if this is wanted , just kinda frustrating, and the lights in the water look a bit off and i couldnt define them as lights when playing the map :> however was not taken into consideration in the voting , too minor.
In total , good map to play on with 16 somewhat new traps , Download ;-) 64 spawns will make your server happy :).
As I stated when we were beta testing, this map is extremely well detailed, you REALLY can make developer textures looks awesome. It's a very well balanced map, not too easy for CTs to make it, not extremely hard either. I also really enjoy how the fail-lings don't die, it kind of has a skill-surf ending which I found to be pretty neat. If I could rate higher than a 10, I definitely would. Best DR of all time? I think so. Oh yeah 1 more thing, the traps are EXCELLENT!