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dr_egypt_v4 - A Mod for Team Fortress 2

This fixes a bug with the axes and a couple other things
  • Ridley25 avatar
    Ridley25 Joined 13y ago
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    6y
    > **Posted by worMatty** > > I'm sure whatever you do will be great. The changes between versions 2/3 and 4 doubled the size of the map and addressed nearly every trap concern. You've also made one of the nicest-looking TF2 Deathrun maps in existence. > > There are some pit traps with breakable planks over them, in some tunnels. Players can't jump over them so it makes the traps guaranteed-death, or sacrifice type. If you are thinking about changing some traps, I suggest having a look at making those more about skill, by giving them a chance for avoidance. Thanks for the feedback really means alot
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  • worMatty avatar
    worMatty Joined 7y ago
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    6y
    I'm sure whatever you do will be great. The changes between versions 2/3 and 4 doubled the size of the map and addressed nearly every trap concern. You've also made one of the nicest-looking TF2 Deathrun maps in existence. There are some pit traps with breakable planks over them, in some tunnels. Players can't jump over them so it makes the traps guaranteed-death, or sacrifice type. If you are thinking about changing some traps, I suggest having a look at making those more about skill, by giving them a chance for avoidance.
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    Ridley25 Joined 13y ago
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    6y
    > **Posted by worMatty** > > You can't. You have to wait for the activator to come and kill you when everyone else is dead. > > It's a bit of a ballache. We used Stripper to turn the trigger brush down there into a trigger_hurt so people just die when they get down there. Our server doesn't use projectile weapons, it only uses melee, so we had to disable a few things. Your right about that, I was thinking of making a V5 with all these kinks ironed out
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    6y
    You can't. You have to wait for the activator to come and kill you when everyone else is dead. It's a bit of a ballache. We used Stripper to turn the trigger brush down there into a trigger_hurt so people just die when they get down there. Our server doesn't use projectile weapons, it only uses melee, so we had to disable a few things.
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    6y
    i have a question when i fell down the first trap how do i get out i know i can but HOW some tell me please
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    Kennyluz Joined 7y ago
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    7y
    10/10 for Darude-Sandstorm Map is pretty cool but maybe a bit too long. Also, labyrinth is soo hard to finish
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    worMatty Joined 7y ago
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    7y 8mo
    Greetings, my friend.

    We reviewed your map for the rotation of our Deathrun server quite recently and have some feedback.

    Pros:

    - What a lovely-looking map!
    - The minigame, whilst a cause for concern over the length of time it could take to play, is actually rather interesting. I applaud your inclusion of a maze, and the building required.

    Cons:

    - Unfortunately, there are only about ten traps. This is rather too few for a typical Deathrun server, which could have up to 24 players. It's very likely that each round will result in the runners winning the map. I suggest building some more, until you have at least fifteen.
    - At the first trap, it is possible for players to remain alive by standing on the steep slopes into the pit, which are just about walkable. This is not a major problem, as the motivator does kill them. But it would seem to be against design, as you have a lovely watery pit for them to fall in to. My suggestion would be to include some trigger_push volumes, set to a moderate strength, enough to stop players from sitting there.
    - The trap containing the two sets of upward flame throwers does not appear to be very effective. Especially against pyros (obviously).
    - On the downwards slope, there is a trap where players are suddenly walled off, and exposed to some kind of explosive. I believe it is possible to avoid this trap by staying as high as you can, pushing yourself against the first wall, standing in the middle of the path. I have witness another player doing this, but I was unsure of his class. If you use env_explosion as the cause for pain, you may wish to use a trigger_hurt, set to the 'BLAST' type damage, as a backup or replacement, and just keep the explosions for effect.
    - The 'speed road' on Death's side is rather too close to the area where Death must stand to activate buttons. Unfortunately it can be quite a fight sometimes to position one's self in front of a button, when your rear end is finding itself zooming away suddenly. My suggestion would be to move the speed road further away from the play area.
    - Unfortunately it seems that much of Death's route has him travelling along the outside edge of the course, meaning he will take longer to reach an area than the runners. You could argue that this increases the challenge for Death. But this is not fair, when you consider that some people may survive a trap, or run straight past it, so Death must catch them up. By the time they do, the runners behind could have skipped one or two traps, and when there are so few of them, it makes the possibility of a BLU win very unlikely. The speed road does not feel fast enough to combat this, possibly because of its proximity to Death's play area. If you addressed that issue, you could increase its speed. Alternatively, you could alter Death's path so that it takes shortcuts by crossing over or under the runner's path occasionally, or uses teleportation to jump ahead.
    - The area of effect of some of your traps is very large. This could be by design, to capture more runners. However, frequent players of Deathrun are disinclined to bunch up, in my experience. Large trap zones make players more hesitant because it's less about challenge or risk, and more about whether or not Death is AFK. Traps like that, and 'chance traps' that use a pre-selected 'decision door' or set of breaking platforms feel a little cheap. My suggestion is to reduce the size of some of your traps, or add a 'chance to evade'. Say, a slight delay before activation, or a visible, moving hazard that must be avoided.

    That's all I can think of for now. Well done on the map, it's much nicer-looking than a lot of those old, cheap Deathrun maps that are still on rotation. Also, the maze music is a dream for someone who likes music similar in style to that produced by the talented composers of the Amiga computer community (or retro synth chip music in general).

    Matty
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  • zakariasan2 avatar
    zakariasan2 Joined 7y ago
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    7y
    The explosion trap doesn't work
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Version
v4