Deathrun map making.

BenCo

L5: Dapper Member
Dec 30, 2015
242
135
Are you ever wondered how to make a map for one of the most popular community mode, deathrun?
In this multiple part guide I'll teach you how to create a deathrun map with your own traps and ideas. The parts are coming weekly or even earlier depending how much time I have.

Guide starting below
 
Last edited:

BenCo

L5: Dapper Member
Dec 30, 2015
242
135
Part 1. : Making the spawn, game logic and our first automatically activated trap.

So, making spawnrooms aren't different for deathrun. There's only one thing changed. We need 31 spawnpoint for RED and 1 spawnpoint for BLU. Why? Of course we only need 1 activator and deathrun servers have plugins which don't allow more BLU players than 1. Making 31 spawnpoints for RED and 1 for BLU is taking a pretty long time, huh? Don't worry here's a deathrun spawn room prefab I just made: https://www.dropbox.com/s/d93q1wy7v6ehu7t/deathrun_spawnpoint_prefab.vmf?dl=0
And now about the game logic. It's just a normal arena gamemode. You can take one from Bojoom Snark's gametype library. Also hide the control point because we don't really need it. Now you should have this:
tutorial.png
Now let's make our first trap. This one is going to be automatically activated so it's really easy to do. First make a brush and then press Ctrl+T. Make it to a func_breakable. The only thing you need to do here is to select "Break on touch" at the flags tab.tutorial2.png
Now whenever a player tries to walk on the bursh it will break. Make a pit under the func_breakable and make a trigger brush there. Once again press Ctrl+T and make it to a trigger_hurt. Set the damage to 1000. It now kill anybody who falls into the trigger. This is how it looks:tutorial3.png
And that's it, you just made your very first trap. In the next part we going to make or first button, traps which activates with buttons and we make our activator invisible for the enemy, but the activator still can watch the runners.
 
Last edited:

BenCo

L5: Dapper Member
Dec 30, 2015
242
135
Part 2. : Traps that can be activated by buttons and making our activator "invisible".

So in tha last part we made a very simple automatic trap. What about making a button, then our activator can activate his trap at any time! First make a brush. You can make this brush similiar to button but now I just only make a cube. Press Ctrl+T and make it to a func_button. Here set the Delay before reset to -1. Now go to the flags tab and tick the following: Don't Move, Damage activates.
upload_2016-2-7_16-45-38.png
Now before we make some Outputs for the button let's make a very simple fun trap. I want that a wooden cow to explode and kill the nearby players. First let's make a prop_dynamic. Set the model to this if you want a cow: models/props_2fort/cow001_reference.mdl That's it. Now let's make the explosion! Make an entity called env_exposion. Set the name to explosion and set the Magnitude to 450. It now even kill an overhealed heavy.
upload_2016-2-7_16-50-31.png

Now before we do the outputs make a player clip press Ctrl+T and set it to a func_brush. Name it to player clip and set Start disabled to Yes.
upload_2016-2-7_16-54-38.png

Now yous should have something like this:
upload_2016-2-7_16-55-21.png

Now let's make the outputs! We want the player clips enabled when the button activated, so players who missed to get into their death can be safe until the trap deactivate itself. Go to our button and make a new output. Set it to: OnPressed --> playerclip (or whatever you name it your playerclipls) ----> Enable and tick fire only once. Now create a similiar but now we make it to disable itself after like 8 seconds. Make a new output and set it to: OnPressed ---> playerclip ---> Disable ---> After a delay of 8 seconds and aslo tick this to fire only once.
upload_2016-2-7_17-2-3.png

Now let's make our explosions to activate after 5 seconds. Make a new output and set it to: OnPressed---> explosion---> Explode After a delay of 5 seconds. Also tick here the fire only once so our activator can't spam it.
upload_2016-2-7_17-5-49.png

Now whenever our activaor hits the button after 5 seconds every player inside the player clip will die. Congratulations! You just made your first button and your first more complicated trap! Now as you can see on the pictures I covered the activator's platform with a wall. You may ask how our activator will know when he needs to activate his buttons? Simple. We make one of the wall's texture to a window. Select a glass texture in the texture browser and then use the texture application tool. Select that part that where the activator will wanna se his enemies
.
upload_2016-2-7_17-11-15.png

Select the glass texture and hit apply. Now you should get this: (blu side)
upload_2016-2-7_17-12-30.png

(red side)
upload_2016-2-7_17-13-29.png

I hope this part helped you guys aswell! In the next parts we make more complicated traps, our "sacrifice door" and our minigames and instant win doors!
 

Attachments

  • upload_2016-2-7_16-54-12.png
    upload_2016-2-7_16-54-12.png
    605.8 KB · Views: 556
Last edited:

henke37

aa
Sep 23, 2011
2,075
515
Shouldn't "use activates" be enabled on buttons? Especially for speciality maps like this, where it is expected that servers may have it enabled and clients the command bound?
 

BenCo

L5: Dapper Member
Dec 30, 2015
242
135
Shouldn't "use activates" be enabled on buttons? Especially for speciality maps like this, where it is expected that servers may have it enabled and clients the command bound?
Well since by default the use button isnt binded, many people don't use it. But if you want it to activate by +use then tick it. I better like in TF2 when you have to hit the button but it's maybe just me.
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
Few things:
You can tie both playerclip brushes to one single entity.
Always leave "Use activates" ticked, so players like me can enjoy silent activation.
Players can still shoot the button for activation, since both work just fine.
 

BenCo

L5: Dapper Member
Dec 30, 2015
242
135
You can tie both playerclip brushes to one single entity.
Yes, but if you name both of them as playerclip it's still works like a single brush. They will activate the same time ect. But I can agree that it's easier. Thanks!
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
I am a vicious activator, and love to spring traps instantly using +use, rather than risk missing someone because of the small delay when using a melee weapon. In fact I have it bound to E, and call for a medic using Z+1 :) It makes me feel powerful, like I've just willed someone to die and it happened.
 

BenCo

L5: Dapper Member
Dec 30, 2015
242
135
Sorry guys not uploading the next parts. I just had to do a few things. But on thursday (which is my birhday) I'm going to upload 2 parts!
 

BenCo

L5: Dapper Member
Dec 30, 2015
242
135
All right everyone. Warm up because my new computer is finally here! New guide on saturday night!
 

BenCo

L5: Dapper Member
Dec 30, 2015
242
135
Part 3.: "Sacrifice door", Instant win, Minigame, tf_generic_bomb

Welcome to the next part! Long time no see. Sorry about that. But now I'm back! Let's start with tf_generic_bomb. Do you remember the explosive cow we made? Well you can do it in a much easier way! (thanks @14bit for mentioning this!) But I'm not gonna explain it how it works because Crash already made an awesome video about it! So let's just move to how to make the sacrifice door. You may ask: "What is a sacrifice door?" Well I use this name for those traps which makes 1 door safe and the second door deadly. It's pretty easy to make it! First quickly make 2 doorway. Something like this:
upload_2016-3-29_19-44-13.png

Now make trigger brushes into the doors and make them to a trigger_hurt. Set the damage about 1000 and set "Start Disabled" to "Yes". Also set their name! I just name them to leftdoor and rightdoor.
Now it shouldn't do anything if you pass trough.
upload_2016-3-29_19-50-16.png

It's good if you make them like this, because if the activator is AFK players don't have to think which one is the good one. Alright let's make 2 buttons! You don't remember how to make them? Go back to part 2! Also add a name for them. I named mine to: leftdoorbutton and rightdoorbutton. Alright, now we need to set the Outputs! I start with the left button. Click add, OnPressed-leftdoor-Enable and tick "Fire once only". Now if we press the button it enables the trigger_hurt for the left door! But we not ready yet! We need a second Output which blocks the second button. If we don't do this, our activator can get an advantage! Click add, OnPressed-rightdoorbutton-Lock. Now it's blocking the other buttons too.
upload_2016-3-29_19-58-21.png

We need to do this for the second door just in the opposite way. So leftdoor will be rightdoor and rightdoorbutton will be leftdoorbutton. It was easy right? Now let's make a win door. It's usually at the end of the map. Make a doorway or something where you want the player to go if he wants to win the round. I just made the floor blue. Now make a trigger brush and make it to a trigger_capture_area. Set the time to cap to zero. Now if someone go there it will win the round for him.
upload_2016-3-29_20-5-6.png

But we mappers are kind hearts, right? Well let's make a dueling mini-game to give another chance to the activator. How we can do this? Let's set up a mini arena and make sure that both team can teleport there! First make trigger brush for a doorway, pleasure plate or something to make the red team to teleport the arena. Make this trigger to a trigger_teleport. Set the remote destination name to "arena". Now place an info_teleport_destination and name it to "arena". Now if some go to this trigger he will teleport to the info_teleport_destination. Alright but how should we make that the activator also gets teleported to the arena? make a trigger_teleport for the whole activator part of the map and set the remote destination to "arena_activator". Also make it to Start Disabled. We need to name it. I name it to teleport_activator. Also don't forget to place the info_teleport_destination to the arena where you want the activator to spawn!
upload_2016-3-29_20-16-26.png

Now go back to RED's teleport! We gonna make an Output: Click add... OnStartTouch-teleport_activator-Enable. Now no matter where is the activator he will get teleported to the arena. And basically that's it. Hope you enjoyed and learned from this part. I see you in the next part where we talk about how we can make our deathrun map more enjoyable!
 

Attachments

  • upload_2016-3-29_19-47-40.png
    upload_2016-3-29_19-47-40.png
    298.6 KB · Views: 561

BenCo

L5: Dapper Member
Dec 30, 2015
242
135
Will you have a map download for reference at the end?
I'm currently started designing a deathrun map and also my first original map is for download which you can reach frome here. Just decompile the map with any program. So yeah I could do that. But if you have any question just message me.