DR DR_4Halls V6

A quick but challenging Deathrun map set though 4 halls of pain!

  1. Werewolf

    aa Werewolf Probably not a real Werewolf

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    DR_4Halls - A quick but challenging Deathrun map set though 4 halls of pain!

    About The Map
    This map was originally built by Snaggle back in 2013. Since then it's been played on a few servers, but it had various bugs and issues preventing people playing the map.

    As Snaggle did not want to update the map himself, he gave me permission to update the map and fix its bugs. I opted to re-build the map from scratch, porting over the traps and giving them an update. The map has a few new traps, but for the most part is still recognizable as DR_4Halls, rather than a map inspired by it.

    Features
    • 17 activate-able Traps
    • Full idle player management:
      1. Themed player motivator (Seeman) deployed after 2:30 minutes. This will sweep the play area killing all red players who choose not to run.
      2. If Death (Blue) are idle, AFK mode is enabled! This is enabled 30 seconds after round start.
      3. Idle red players are killed 1:00 minute after round start.
    • Anti-Rushing systems to prevent rushers from getting too far ahead of blue.
    • Upon beating the course, red players have 30 seconds to pick between 3 win options:
      1. "Bunny Hop" minigame
      2. Instant Win
      3. "Rapid Racing" minigame
      4. Alternatively should red NOT pick an option within 30 seconds the map will force a red win.
    • Blue Hint system that allows Death to see the kill area for some traps.
    • Easy mode! If there are less than 6 red players at the start of a round, some traps are disabled!
    3rd Party Content:

    The extended development thread can be found here - https://steamcommunity.com/groups/GmodTech/discussions/3/530649887207416846/
     
    Last edited: May 17, 2016
  2. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    752
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    212
    V5 Change log:
    1) Added a map-wide func_nogrenades zone to the map. This will prevent all rocket and sticky jumping attempt, preventing players from bypassing sections of the map.
    2) Updated the lava texture used in the 3rd hall.
    3) Added steam particle effects in the 3rd hall.
    4) Fixed the missing particle effect from water in the 4th hall.
    5) Added a BlockBullets wall between the end of the winner platform and the losers cage. This will stop the blue being able to shoot at the reds on servers where weapons are allowed.
    6) Added a BlockBullets wall across the middle of the BHOP arena. This will stop both teams from firing at each other on servers where weapons are allowed.
    7) Expanded the trigger_stun zone in the cage to match the blocked off area.
    8) Trap 14 (Spamming Demoman) - Reduced the number of grenades fired by the demoman from 30 to 20.
    9) Updated the credits sign

    Read the rest of this update entry...
     
  3. Izotope

    aa Izotope Never releases maps

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    Shouldn't all good deathrun servers disable explosives by default?
     
  4. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
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    You know damn well how a good deathrun should be run, and how many deathrun servers are actually run.

    Better to enforce some rules map side than hope the server admins do.
     
  5. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    752
    Positive Ratings:
    212
    [h1]V6 Change log:[/h1]
    1) Fixed players not dying to the lava in the 3rd hall.
    2) Moved the source of the particle effects so they are properly visible (half of the effect was under the map)
    3) Fixed the missing particle effects in the VSH version
    4) Added a tf_glow effect to the motivator. This allows players to see where he is at all times.
    5) Updated a few minor textures.

    Somehow I never updated this download to V6, even though I updated the Steam Workshop and Gamebanana versions. So now finally, all downloads should be on the same version.

    Read the rest of this update entry...