Slightly optimized sound.
Fixed players and boss door getting stuck in boss door lock (now the lock disappears upon reaching the ground).
Fixed game texts staying on screen forever (each now disappear after staying 15 seconds on screen).
Moving flames wall now stays immobile 1 second after activating before it starts moving.
Fixed players getting teleported inside the cage trap when they are walking on the secret bridge.
Added a teleport above the pillar of the way back in order to prevent players from getting stuck in the ground.
Fixed boss key moving walls trap's range.
Other minor modifications.
Reworked the fire maze.
Reworked the way back to the entrance.
Added a new room on the left on the entrance.
Added actual doors.
First trap now has a hint for its range.
Platform traps are now more aligned in order to make feints less risky.
Removed 50/50 doors.
First key trap range has been decreased.
Push fans trap range gas been decreased.
Spike trap before the firemaze's pushing effect has been removed.
Fire maze's spinning trap range has been decreased.
Both traps range in hammer room has been decreased.
Removed an automated spike.
Stalfos trap range has been decreased.
Freerun: Added a teleport in the new room after the hammer.
Freerun: Fire maze is now deactivated.
Improved particles. (This should fix a crash related to the number of clients connected at once.)
Boss fight: Boss is no longer immune to fire.
Boss fight: Decreased reinforced boss resistance.
Boss fight: Buffed giant boss resistance.
Boss fight: Added arrows on the sides of the arena to indicate where to go back up.
Boss fight: Added pushs in the holes near the pickups in order to allow players to go back up inside the arena.
Improved runners spawn.
Improved great fairy fountain.
Other minor modifications and stuff that I might have forgotten.
Automated spikes in the hammer room no longer move during a freerun.
Slightly reduced moving fire wall trap's speed.
Fixed silver rupees sometimes counting more than once when picked up.
Fixed 2nd silver rupee's moving platform being blockable by players.
Fixed third and fourth trap weird moving behaviour.
Fixed red fog appearing in Ben's room.
Buffed reinforced boss.
Improved map's soundscapes in order to make the fountain theme not play for spectators when outside.
Map's main theme is now properly looped (make sure to reset your sound.cache file).
- Fixed activator being not able to move in the boss selection room, resulting in boss being always without perks
Improved overall map design
Optimized overall sound by adding soundscapes, deleting redudant sounds and adding loading/unloading points
Slightly improved overall lighting
Added Boss Fight
Increased Megaton Hammer's switch activation time from 25s to 35s
Added an automated trap in the Megaton Hammer zone
Replaced the ugly bridge in the 2nd room with a better bridge with breakable parts
Added teleport zones at the elevators so runners don't have to wait for them to come back anymore when they miss them
Added a OoT-like silver rupee system (it's up to you to discover what it does...)
Added a "catch-up runners" point in the first room for the eventual timewasters
Added a one-way elevator after the 2nd key's door so runners don't take fall damage anymore
Turned first trap's killing trigger into a trigger_hurt (forgot that one in b2 version ; this prevents spies from passing through with the spy-cicle without dying)
Removed arrow signs due to technical issues
Fixed spinning firestreams trap's pillars spinning indefinitely
Fixed some missing textures
Posted by NerfPlayeR135Hiding stuff in the pots and crates if one of the features I originally planed to do in b3 before well... you know what.
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.
Posted by NerfPlayeR135No 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 :)
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.