Bottiger
Administrator
Parkour is a "new" game mode that was started because it is causing problems with classic deathrun players and maps. The deathrun game mode is not suited for hard parkour so we have created a new game mode for it that I hope will solve the many issues people have with it. We need people to start porting and making maps for this.
We have a server running at 91.216.250.51
Why should you map for this new game mode?
You can make your maps as hard as you want for total creative freedom and people will not get tired of being dead. It will also allow us to scale the server beyond 32 players, allowing your map to be played by as many people as possible.
Porting Deathrun maps to Parkour
When you want to enable respawn do this
gamerules -> RunScriptCode ConVars.SetValue(`mp_respawnwavetime`, 0)
gamerules -> RunScriptCode NetProps.SetPropFloatArray(self, `m_flNextRespawnWave`, Time(), 2);
To disable respawn do this
gamerules -> RunScriptCode ConVars.SetValue(`mp_respawnwavetime`, 999)
gamerules -> RunScriptCode NetProps.SetPropFloatArray(self, `m_flNextRespawnWave`, Time()+999, 2);
Make sure you use backticks, the button to the left of 1, not single quotes.
In order to bring some of the pvp elements back into this game mode due to the removal of the activator, I am proposing to turn it into a race.
We have a server running at 91.216.250.51
Why should you map for this new game mode?
You can make your maps as hard as you want for total creative freedom and people will not get tired of being dead. It will also allow us to scale the server beyond 32 players, allowing your map to be played by as many people as possible.
Porting Deathrun maps to Parkour
- rename the map by replacing the dr_ prefix with par_
- remove tf_logic_arena
- remove motivator and afk killer
- use game_round_win entity to trigger wins (since the game doesn't end when 1 team dies anymore)
- set convar mp_humans_must_join_team "red" (at beginning of round unless you have a special reason, QUOTES ARE REQUIRED)
- control respawn times with a tf_gamerules entity. set to 0 at the beginning of the round and set to 999 for minigames when you don't want people to respawn.
When you want to enable respawn do this
gamerules -> RunScriptCode ConVars.SetValue(`mp_respawnwavetime`, 0)
gamerules -> RunScriptCode NetProps.SetPropFloatArray(self, `m_flNextRespawnWave`, Time(), 2);
To disable respawn do this
gamerules -> RunScriptCode ConVars.SetValue(`mp_respawnwavetime`, 999)
gamerules -> RunScriptCode NetProps.SetPropFloatArray(self, `m_flNextRespawnWave`, Time()+999, 2);
Make sure you use backticks, the button to the left of 1, not single quotes.
Suggestions for brand new mapsIn order to bring some of the pvp elements back into this game mode due to the removal of the activator, I am proposing to turn it into a race.
- Triggers can be placed at the front, to provide a 1 time speed boost or 1 time super jump to the others in order to catch up
- You can use 1 time auto-traps at the front, to make it harder for the person at the front to get far ahead of everyone else.
- Maybe put powerups off to the side that will let you do things like knockback other players or create a temporary wall