dr_pathway

DR dr_pathway a13

AgentApple50

L1: Registered
May 11, 2019
13
0
dr_pathway - A basic yet enjoyable journey.

This is my first map, and my first post on this website ever. With that being said, don't expect to see any ground-breaking stuff like full on animations and such. However, I am working to improve and will update the entire map as I continue to learn new techniques.

What I currently have to far

- An AFK killer for RED team
- A slow door to slow down the REDs in order to let the BLU get in position
- 31 different spawn points for RED and 1 spawn point for BLU
- 3 traps and a small parkour section
- A trap range indicator for RED and BLU to use

Traps
  1. A sign on the wall comes out and smashes REDS on the wall adjacent to it, instantly killing them.
  2. Three cows that explode while saying their last words. (Moo)
  3. A BLU heavy that lethal taunts you with his finger guns.
  4. A small jumping segment, where failing results in death and the engineer saying "nope".
Notes
  1. There is a custom texture in spawn, which will likely be missing due to me not knowing how to pack said textures yet. A recommendation towards a program would be appreciated.
  2. The map is full-bright, so don't play this at night unless you want to burn your eyes.
  3. The map is linear, which means the REDs go in one direction for the whole map.

Feedback is ALWAYS appreciated, thank you for reading!View attachment 100427 View attachment 100429
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
OK, a few notes:
  • Consider using the established naming convention. By naming your map in it's current build "_V2", you're implying it's a completed map that you've come back to update, rather than the work in progress that is actually is. Crash made a video explaining the convention which you can watch here.
    In any case, I would call this version "_a2", (assuming your first version was "a1") so consider naming your next version "_a3".
  • 3 traps is NOT a Deathrun map! I would aim for a minimum of 10 traps or for it to take about 2-3 minutes to run from spawn to the end. There is no upper 'limit' on how many traps you can have, but the higher the number and the higher the difficulty of each trap, greatly effects the likelihood of players actually being able to win.
  • Please include some lighting. Even if it's basic, mat_fullbright messes with other maps when played on a server.
  • Add in a couple env_cubemap entities, and build cubemaps. TopHATTwaffle produced a guide on cubemaps and reflections which you can watch here. His whole "Hammer Tutorial V2 series" is very helpful.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
I think you should add more than one trap at a time. You're not in any rush to get this done, we don't need an update for every small change you make.

Just write down what changes you make as you make them in a txt file somewhere, then when you have a map that people can actually test on, then you could post an update here.
 

AgentApple50

L1: Registered
May 11, 2019
13
0
- Two new traps
- Slide course, get through without touching the deadly obstacles

Please let me know if there are any issues or errors. I had some trouble with packing the Myers model, but I believe everything is correct now.

Special thanks to Chillax and Rorek for letting me use their port of Michael Myers from Dead by Daylight.

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AgentApple50

L1: Registered
May 11, 2019
13
0
I have finished the map in terms of traps. There are a total of 12 traps and upon reaching the end, RED wins. I plan on adding more endings as well as making the map both better looking and smaller in file size, but as of now, it should be safe to use on servers.

As usual, feedback is appreciated, thanks!

EDIT: Seeing that servers usually have 24-32 players, I'll probably create some more traps.

Read the rest of this update entry...
 
Last edited:

AgentApple50

L1: Registered
May 11, 2019
13
0
I have completed the map's layout and have four endings planned. As of now only instant win works, but the rest will be accessable once I finish the content associated with it. The fourth door's label is blank as at the time I was unsure as to what the minigame would be. In the next version, I will have one of, if not all minigames completed.

In addition, there are two more traps added, both being requested by players in the server I play on.

Read the rest of this update entry...