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Incase you didn't notice while you were on the DR server yesterday, that wall in the roulette minigame seems to be extremely buggy. Just a heads up.

Yeah I noticed that as well, going to quickly fix that. Do you know of any other issues or is that it? I didn't realise there were any problems with russian roulette at the time.
 
Yeah I noticed that as well, going to quickly fix that. Do you know of any other issues or is that it? I didn't realise there were any problems with russian roulette at the time.

Well if I can recall correctly, there was one small exploit to avoid a certain trap, but I'll leave that up to you to decide whether you think it's completely problematic for the map or not. Also still unsure about the platform minigame.

dMeg7WC.jpg


This trap, the one right before the vents entrance. You can crouch under the lamps in the middle of the trap to prevent the trap from killing you. I would suggest either to remove the lamps or add an invisible wall to prevent people from being able to go under it. That's all I know for now at least.
 
Thanks I'll look into that trap too, about the platform minigame I haven't seen any issues. The only thing I'd say that it is rather small for a platform minigame, 16 small blocks each side.
 
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assuming the lamps are prop_static entities, seems it would be more reasonable to set the Collisions to "Not solid"
 
I think escaping from trap is intentional and also I will list few bugs that resulted from Cream Tea's Extremely Perfect Mapping:
-Cubemaps aren't build, so purple checkermarks on the wood of trap 2 exit.
-You can still do the credits room secret when motivator coming, all you have to do is wait until motivator activates train, when train goes away, hurry to the rail room and wait, then done.
-The russian roulette's spectator side's window is making you look to the glitched view like you are looking at a nodraw, I assume decompile broken it and you didn't fixed it.
-Make doors disappear in map start only active when side selected.
-Instead of making the train active when motivator passes, just put a trigger_hurt covering the back area.

What a mess...