arctic dino

TF2 Admin
Mapper
Considering Bottiger's stance on "parkour" maps I'm surprised this was even added to the deathrun server in the first place. dr_neonoir is tame compared to the CBT for the average player that is dr_miku.

Is this a suggestion to bring back Neo Noir? No. It always gets RTV'd as soon it's available to do so and every round just turns into "watch this epic gamer complete the map as 30 other players are dead".

No offense to the map creator because it is extremely well made but it unfortunately doesn't belong on Skial deathrun.
 
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believe it or not people want a challenge and not everything catered to them
the real challenge would be hale actually trying, because at the current state of this map, hales dont even try to activate anything because they know they'll just get a free win

and if you can just auto win as hale it's not a deathrun map, you instead of have a parkour map disguised as a deathrun map

you want to get better? you can solo it yourself in a server by yourself or you can vote for it on the parkour server when it eventually gets moved (hopefully)
 
I agree with the above, it seems to me the lifecycle of an average miku vote is the following:
> Map before is full of people who've never played it before.
> Half the server screams at the top of their lungs NOT to pick miku.
> Miku is picked anyways,
At this point:
> If hale engages, the game is over in less than 2 minutes.
> If hale just gives everyone a freerun, everyone dies within the first 3 minutes and then they spend an average 4 minutes watching whoever is good at the map play.

At this point, the map's already RTV'd, a new map is already picked, but one player is still alive and is keeping the whole server dead. And I've never seen that one player win. They always make it really really long, I mean my average estimate of a freerun of miku is that it lasts 8 minutes. But then they die and the map changes. It's a frustrating experience and I feel that no matter how good I personally get at miku, it's not really a deathrun map. If hale can stay AFK and still win every single time then it's really not a death run map.
 
It's a frustrating experience and I feel that no matter how good I personally get at miku, it's not really a deathrun map. If hale can stay AFK and still win every single time then it's really not a death run map.

Quite frankly, this whole "it's not Death Run" argument is irrelevant.

By definition, it IS a Death Run Map. It has:
- Runners
- Activator
- Traps that heavily disrupt gameplay in order to kill.

It just so happens these obstacles are significantly more difficult and hazardous than on average.

> B-but hale doesn't need to activate traps in order to win, so it's not DR!

Means nothing. It just means the base map is extremely difficult. And arena mode logic means every run must be flawless.

But that's the real issue: difficulty.
Is the map suitable for public server play?

Idealistically, yes. Every map *in theory is*.

Pragmatically, no. There's too much of a player skill spectrum.

The whole "Parkour" split wasn't done because of the definition. It was done to split "easy" from "hard" mode.
 
Quite frankly, this whole "it's not Death Run" argument is irrelevant.

By definition, it IS a Death Run Map. It has:
- Runners
- Activator
- Traps that heavily disrupt gameplay in order to kill.

It just so happens these obstacles are significantly more difficult and hazardous than on average.

> B-but hale doesn't need to activate traps in order to win, so it's not DR!

Means nothing. It just means the base map is extremely difficult. And arena mode logic means every run must be flawless.

But that's the real issue: difficulty.
Is the map suitable for public server play?

Idealistically, yes. Every map *in theory is*.

Pragmatically, no. There's too much of a player skill spectrum.

The whole "Parkour" split wasn't done because of the definition. It was done to split "easy" from "hard" mode.
By This definition I can put a crusher over every control point on dustbowl and have one activator spawn that can activate them and boom, it's a valid death run map.

Or I could have a trap that can crush everyone in spawn during set up time and that'd also be valid, both of the previous examples would have:
Runners
Activators
Traps that heavily disrupt gameplay to kill

The missing ingredient here is that the challenge must come from the traps. In DR_scooby_doo a lot of players will die to the frankly much easier parkour than mikumiku but the main challenge there is still the traps and dodging them.

LA meltdown breaks the mold of many DR maps by having so many traps be survivable and requiring a skill check and frankly that's where the challenge of deathrun maps should be.

I still think that it's sort of a challenge map. of maybe parkour death run. Or something other than grouping it with maps that have fundamentally different gameplay. It's definitely in a different genre of map with a different gameplay loop.