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DR_4Halls - A Mod for Team Fortress 2

Updates

Version 7 Update 2y
  • Overhaul Compressed all sound files, converting them to .mp3 unless looping.
  • Overhaul Nearly all sounds are now called via a 'SoundScript' for better audio control.
  • Overhaul Disabled 'Bone Followers' on all props as none needed this enabled.
  • Improvement Replaced the glass in Blue's tunnel with a custom low-alpha and low-reflectivity glass. Blue players should have a better view of the map around them.
  • Addition All traps now turn either turn green in some way or have parts visibly disappear when players approach, to indicate they have been disable in easy mode. The existing 'training_annotation' notices are still in use, but these only appear for a few seconds.
  • Overhaul Added 'AddOutput Health 1' overrides to all 'trigger_hurt' brushes where the player should die instantly. All others use 'Doubling with Forgiveness' to counter super high HP players.
  • Overhaul Disabled physics on all 'trigger_hurt' brushes so that player ragdolls aren't catapulted around the map.
  • Addition Added Dissolver death effects to where appropriate (traps with laser or electric type deaths)
  • Addition Replaced the 'trigger_hurt' in the water of the 1st hall with 'func_croc', as well as adding visible crocodiles.
  • Addition Added '$nodecal' to the red wood and metal textures, preventing player sprays on the majority of the course.
  • Overhaul Reoriented all the spawn points in red spawn to face the door.
  • Adjustment Increased the display times for various text messages.
  • Overhaul Remade various text decals to make them easier to see (white text with black outline).
  • Adjustment Lowered the height of the spectator cameras and added a longer delay before they are disabled when the last player in any given hall is killed off.
  • Adjustment Updated the credits sign (No more "3rd part content"!) and added a 'Special thanks' sign.
  • Addition Added Pride™
  • Improvement Changed the Sky texture and added a 'env_sun'.
  • Addition Restored Seeman's explosive kill from his V1 incarnation. When Seeman kills a player it will trigger explosives around him for the few seconds his is stationary.
  • Improvement Seeman now uses an appropriate kill icon.
  • Addition Added a text notification for when Seeman arrives. This coincides with his entrance music playing.
  • Overhaul Seeman will now walk around traps as appropriate, rather than clipping through them.
  • Overhaul Changed when Seeman will arrive. Previously this was 2:30 after round start, now it is 2:00 after the 3rd trap has been opened. This is to help prevent the Death player stalling by failing to open the trap.
  • Adjustment Removed the gas effect from Spawn. Players will simply be dissolved when Seeman enters.
  • Overhaul Renamed the 'Freerun' button to the 'A.I. Mode' button, to make it clearer what will happen. When it is pressed, all trap buttons will be disabled and the map will take over control. Blue will be able to watch the other players but cannot effect the traps.
  • Overhaul Overhauled the AI system. The map now used a more complex system of logic_timers, trigger brushes and altered chance rates try create a more human like AI. This will never replace a good player, but it can at least replace an AFK player.
  • Overhaul Trap 1 - Redesigned the ramp to add a conveyor belt and removing the Demoman charge effect. This was to give it a source of what is throwing players over the map. Also added a giant net to give the appearance of something catching the player afterwards.
  • Adjustment Trap 2 - Made the front of trap invisible to Blue players so they have a better idea of how the trap will operate.
  • Adjustment Trap 3 - Added glass walls to the sides so that there is a visible source of blockage. Previously this was done with just invisible clipping brushes.
  • Adjustment Trap 3 - The doors now swing outwards.
  • Adjustment Trap 3 - Added a trigger to force a door to be picked in the event that blue decides try stall by not picking one. This will be indicated with a sound and text notification.
  • Adjustment Trap 4 - Set the spikes to be invisible until the moment they pop up from the floor.
  • Adjustment Trap 5 - Changed the gas effect to be a 'Heat haze', and for the explosion that follows to happen at a random time anywhere between 2-6 seconds after the gas first leaks.
  • Adjustment Trap 5 - The explosions have also been made more powerful to counter Heavies with the fists of steel.
  • Adjustment Trap 6 - Adjusted the lighting settings for the platform.
  • Adjustment Trap 6 - Added the 'Gas Passer' effect to the inside of the furnace to help Pyro's die quicker.
  • Adjustment Trap 7 - Replaced the two 2fort bomb crates with higher definition alternatives from the Frontline pack.
  • Adjustment Trap 8 - Added a large pylon structure above the trap to have a visible source of what blocks players jumping over.
  • Adjustment Trap 8 - Added wires connecting the 6 platforms with the structure above, and changed the death type to electric.
  • Addition Trap 9 - Added a particle effect.
  • Adjustment Trap 10 - Moved the boxes closer together so players can't avoid them by standing in the middle.
  • Addition Trap 11 - Added a glass wall to prevent jumpers.
  • Adjustment Trap 11 - Lowered the move speed of the pusher by 10%.
  • Addition Trap 11 - Added a slippery surface to the balance beam, and made the beam thinner.
  • Adjustment Trap 13 - Updated the decoy sandvich to use the plated version, and retextured the 'cage'.
  • Overhaul Trap 14 - Added a Medic carrying a medigun standing behind the Demoman, and added the appropriate sound and particle effects to simulate the medic applying the Uber effect to the Demoman.
  • Addition Trap 14 - Added construction cones, tape and sign to warning about possible "demolition".
  • Overhaul Trap 15 - Moved the trains back and set their doors to open outwards. Also added safety walls over the track.
  • Addition Trap 15 - Added a trigger to force a train to be picked in the event that blue decides try stall by not picking one. This will be indicated with a sound and text notification.
  • BugFix Trap 15 - Fixed a missing sound.
  • Adjustment Trap 16/17 - Replaced the '[i]env_laser[/i]' beams with particle based effects. Also added clipping over the sides of the frame to prevent players from jumping over to them.
  • Adjustment Trap 16/17 - Nerfed the lasers by having each disable once they have killed a player, making it easier for subsequent players passing though.
Version 6 Update 5y BugFix2 Adjustment2 Addition Version 5 update 5y Addition4 Adjustment2 BugFix Tweak Amendment Version 4 update 6y Adjustment BugFix2 Version 3 update 6y BugFix3 Adjustment2 Addition

A re-build of an older TF2 Deathrun map, brought up to date to fix old issues!

About The Map
This map was originally built by Snaggle back in 2013. Since then it was played on a few servers, but it had various bugs and issues preventing people playing the map.

As Snaggle did not want to update the map himself, he gave me permission to update the map and fix its bugs. I opted to re-build the map from scratch, porting over the traps and giving them an update. The map has a few new traps, but for the most part is still recognisable as DR_4Halls, rather than a map inspired by it.

Features
~ 17 activate-able traps.
~ Full idle player management:
  • Themed player motivator (Seeman) deployed after 2:00 minutes. This will sweep the play area killing all red players who choose not to run.
  • If Death (Blue) is idle, A.I. mode is enabled! This is enabled 30 seconds after round start.
  • Idle red players are killed 1:00 minute after round start.
~ Anti-Rushing systems to prevent rushers from getting too far ahead of blue.
~ Upon beating the course, red players have 30 seconds to pick between 3 win options:
  • "Bunny Hop" minigame
  • Instant Win
  • "Rapid Racing" minigame
  • Alternatively should red NOT pick an option within 30 seconds the map will force a red win.
~ Blue Hint system that allows Death to see the kill area for some traps.
~ Easy mode! If there are less than 6 red players at the start of a round, some traps are disabled!
~ A.I. Mode! Should a blue player not want to play, they may enable A.I. mode which will take over for them. Blue will then be allowed to watch but not interfere with the game in progress.

3rd Party Content
~ Chaofanatic's "General use lava effects 1.0" - https://tf2maps.net/downloads/general-use-lava-effects.431/
~ Exactol's "Halloween Control Point Particles V2" - https://tf2maps.net/downloads/halloween-control-point-particles-v2.2718/
~ FissionMetroid101's "Alien UFO, Mothership and other Particles" - https://tf2maps.net/downloads/alien-ufo-mothership-and-other-particles.645/
~ Red + Blu wood from "Japan Theme Pack" - http://japan.tf2maps.net/
~ Crate models from "Construction Theme Pack" - http://construction.tf2maps.net/
~ SkyppySDK's "Skyppy's Misc Pack for Source" - https://gamebanana.com/textures/4138
~ Tumbolisu's "Water 'Powerup' 1.1" - https://tf2maps.net/downloads/water-powerup.435/
~ Void's "Nuclear Waste 1.0" - https://tf2maps.net/downloads/nuclear-waste.381/
~ Void's "Pristine Techwalls 1.0" - https://tf2maps.net/downloads/pristine-techwalls.411/
~ Yrr's "Molten Steel + Glow" - https://tf2maps.net/downloads/molten-steel-glow.1162/
~ Frank Klepacki's "Grinder" (Seeman theme music) - https://www.youtube.com/watch?v=3Smx1IK99Oo

  • It's ok really. Kinda overrated. The traps are basic and freerun is a cheap option for deaths.
    Bananite
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    5y
    V6 Change log:
    1. Fixed players not dying to the lava in the 3rd hall.
    2.  Moved the source of the particle effects so they are properly visible (half of the effect was under the map)
    3. Fixed the missing particle effects in the VSH version.
    4.  Added a tf_glow effect to the motivator. This allows players to see where he is at all times.
    5.  Updated a few minor textures.
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    [GmT]Werewolf Joined 11y ago
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    6y
    V4 change log ================= 1. Trap 8 (Platforms) - Removed the upward push mechanic, replacing them with killing brushes. This was easier than trying to fix the bugs around the old design with increasing levels of complex systems. The lasers remain to discourage players from trying to jump over. 2. Trap 6 (Incinerator) - Fixed players being able to bypass Seeman by jumping over to the incinerator door. 3. Cubemaps now show properly.
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    6y
    > **Posted by AgentApple50** > It is a nice map, but if you don't like freeruns then could you make the freerun button kill the activator then please. Oh I agree, I gave DR_Bank") a killing freerun button. But I figured that as this map has an AI system then why not let that take over instead!? In either case I like the idea of making the button a boring option for death to encourage them to actually play the map. > **Posted by AgentApple50** > A couple bugs are the steam trap that explodes does very little damage, making it useless. The trap where you are in a box then burned to death, when the door is closed, you can go on the ledge. Not a big deal but im not sure if people can walk in the room by sitting there or not when it is used. Thanks for that, another admin also reported that one and a couple others to me a couple days ago so I have V4 in the works, which should be done soon. And thanks for rating the map!
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    AgentApple50 Joined 6y ago
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    6y
    > **Posted by [GmT]Werewolf** > > > **Posted by AgentApple50** > > > > The freerun button is impossible to win with when activated since AI is the death. making each red die from each trap. please nerf or remove. > > No, because that's the point. Freeruns are a waste of the game, so if someone does not want to be death they can still let other people play the map. Plus not all servers allow death to opt out or kill themselves. > > But otherwise would you mind rating the map please? It is a nice map, but if you don't like freeruns then could you make the freerun button kill the activator then please. you cannot juke the traps when it is a AI triggering them. I am an admin for the Disc-ff deathrun servers, and everyone except two people hit the freerun button because they knew they would win no matter what. A couple bugs are the steam trap that explodes does very little damage, making it useless. The trap where you are in a box then burned to death, when the door is closed, you can go on the ledge. Not a big deal but im not sure if people can walk in the room by sitting there or not when it is used. as far as I can tell, all the traps are pretty balanced, so good job on that.
    • Helpful x 1
    • Interesting x 1
    Deathrun God
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    6y
    > **Posted by AgentApple50** > > The freerun button is impossible to win with when activated since AI is the death. making each red die from each trap. please nerf or remove. No, because that's the point. Freeruns are a waste of the game, so if someone does not want to be death they can still let other people play the map. Plus not all servers allow death to opt out or kill themselves. But otherwise would you mind rating the map please?
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    AgentApple50 Joined 6y ago
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    The freerun button is impossible to win with when activated since AI is the death. making each red die from each trap. please nerf or remove.
    Deathrun God
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