Dont Forget the exploit that allows Hale to Jump out of his track and into the players track, and kill them all...just asking for this to be removed until the developer of the map fixes the exploit that allows explosions to trigger hale traps.
Horrors and Sawmill both need to be removed. Way too many game breaking glitches.
I talked to Audiotrash, the map developer, and he doesn't have a computer at the moment. So he won't be able to fix the maps anytime soon.
We also need to find some more deathrun maps. I believe there's 5-6, not counting sawmill & horrors.
it would be interesting to say the least. I'd like to see how that turns outIm actually attempting to make a death run map atm. I was thinking about a map where the runners and hale race to get to the end of the map. however the traps for hale would only damage him and the runners traps would kill them. Would that be a good map?
that would be sick, provided the traps are balanced well. Like the runners wouldn't have to hit hale with every trap to kill him, just most of them.Im actually attempting to make a death run map atm. I was thinking about a map where the runners and hale race to get to the end of the map. however the traps for hale would only damage him and the runners traps would kill them. Would that be a good map?
accident?+1, this is fucking annoying. Especially because most of it happens on accident.
There is a point, where they're doors. The point of them is to slow the runners down so hale can activate a trap to kill them, but you can just shoot at it to break it in advanced.accident?
you mean in the Evil Dead house? the doors there need to have a filter_tf_damaged_by_weapon_in_slot set to melee. a filter_activator_tfteam, or at the very least thicker walls, will fix the problem with the buttonsThere is a point, where they're doors. The point of them is to slow the runners down so hale can activate a trap to kill them, but you can just shoot at it to break it in advanced.
and when soldiers/demos do this the explosion radius activates the trap, even with out hale hitting it.
i was thinking more along the lines of hale and the runners have their own seperate traks. To continue this discusion i'll open up a thread for suggested traps and testing. what section of the forums should i open this in because im not surethat would be sick, provided the traps are balanced well. Like the runners wouldn't have to hit hale with every trap to kill him, just most of them.
TF2i was thinking more along the lines of hale and the runners have their own seperate traks. To continue this discusion i'll open up a thread for suggested traps and testing. what section of the forums should i open this in because im not sure
might have to wait till the server reboots for it to be removed."Apprioved"
where on that map RIGHT now lol
in the US server
Could also just put a nobullet wall between the player side and hale side.you mean in the Evil Dead house? the doors there need to have a filter_tf_damaged_by_weapon_in_slot set to melee. a filter_activator_tfteam, or at the very least thicker walls, will fix the problem with the buttons
drum the entire map needs to be lined with nobullet wall. every single trap in the map can be activated by a soldier and his rocket launcherCould also just put a nobullet wall between the player side and hale side.
thus the filter entry I suggested would take less time to add, less effort on the author's part, and less rendering time for every clientdrum the entire map needs to be lined with nobullet wall. every single trap in the map can be activated by a soldier and his rocket launcher
oh. I thought it was just certain traps.drum the entire map needs to be lined with nobullet wall. every single trap in the map can be activated by a soldier and his rocket launcher