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SDK is currently not working due to the steampipe update, so I cannot update / fix maps as of right now.

Edit; It's working.
 
http://www.mediafire.com/?c4mxje7d4ymur9q
B736FF091E5D1521D42C26BD85F9C39944CCB5A6

He got up there using the moving fences on Hale, I guess...?

VSH CHAMBER OF EX...

Also, not sure if you can fix maps yet. You posted that on May 5th, so I figured it may be figured out by now. Godspeed, friend.
 
Also, not sure if you can fix maps yet. You posted that on May 5th, so I figured it may be figured out by now. Godspeed, friend.
while the Source SDK is currently incompatible, TF2 has an optional beta, aptly called "sdktools_beta", which puts a copy of Hammer (and a bunch of batch files needed to run it) in steamapps\common\Team Fortress 2\bin
 
while the Source SDK is currently incompatible, TF2 has an optional beta, aptly called "sdktools_beta", which puts a copy of Hammer (and a bunch of batch files needed to run it) in steamapps\common\Team Fortress 2\bin

I never did the optional beta trick, but I can run Hammer from C:/Program Files(x86)/Steam/steamapps/common/tf2/bin.
 
Well, I fixed VSH_Chamber_Of_Exigency. The door stopped when it got blocked by a player, so I set it to do 10,000 damage to anything that is blocking its path.
 
A bug is being abused on DR Office V4 and it is becoming a bigger and bigger issue over the past few days. I and someone else have known the bug for two months but others seem to have discovered it, too...
It works like this:

Engineers jump in the first trap
Hale opens first trap door
Engineers teleport out
Chaos / long waiting times even though all 'reds' are dead.



I've got about 25 more bugs but this'll do for today.
 
A bug is being abused on DR Office V4 and it is becoming a bigger and bigger issue over the past few days. I and someone else have known the bug for two months but others seem to have discovered it, too...
It works like this:

Engineers jump in the first trap
Hale opens first trap door
Engineers teleport out
Chaos / long waiting times even though all 'reds' are dead.



I've got about 25 more bugs but this'll do for today.
How are the engineers teleporting out?
 
The glass covering the area with the medic room on the minecart map needs to be removed. People get trapped there constantly.
Remove the kill trigger on the doors. It's better to have them occasionally propped open than to have them constantly insta-killing when they decide to close while someone's passing through. Such bullshit.
Disable the holiday punch. You removed backstab kills, why is this still a thing?
Disable taunt kills. Three taunting heavies behind a wall of prisoners in disco is an awful thing to have to deal with.
WE NEED MORE FUCKING ADMINS ON THIS SERVER.
I admit, I chuckled at the "Daveiscool?" auto-vote, but they're pointless and make weapon swapping in a pinch more of a hassle. I've died because I couldn't swap weapons fast enough during one of these votes.
You did good with nerfing that anti-freekill plugin, but it still needs to go. An army of rebels with melee outside of the armory happens too often, and the plugin can't recognize that.

Jailbreak. Fucking Jailbreak. Such potential, such dumbfuckery going on. I can't even begin to express my dismay at how this is turning out so far.
 
The doors will stay as they are, I will increase the time they stay open to 4 seconds.
Medic area is now toggelable by red and blue, but I can take it off.

I will say I concur about the plugin, and the need for more admins.
-Team switching needs to be disabled
-Gunslinger needs to be disabled(crit exploit)
-Atomizer needs to be disabled(very easy to exploit areas of map with x3 jump)
-I will remove the vote buttons on the next map update
 
Boxing ring healing exploit. Abused for entire rounds at a time. Rebelling shouldn't be as easy as entering the ring and staying there. Fuck it.
 
Boxing ring healing exploit. Abused for entire rounds at a time. Rebelling shouldn't be as easy as entering the ring and staying there. Fuck it.
That was a mapping error of mine, it will be fixed in the next update.
For now, please use /voteslay.
 
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Remove the kill trigger on the doors. It's better to have them occasionally propped open than to have them constantly insta-killing when they decide to close while someone's passing through. Such bullshit.

It would be helpful if there was a button only guards/the warden could hit that opened the door into the armoury (and with the button being hit, the announcer saying 3...2...1... stating the time the door is going to close)
 
It would be helpful if there was a button only guards/the warden could hit that opened the door into the armoury (and with the button being hit, the announcer saying 3...2...1... stating the time the door is going to close)
Or if the kill trigger was just removed since door holding is hardly ever a problem.
 
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