DR DR_Bank V8a

This is a bank themed, TF2 Deathrun map where red team have to break into and escape from a bank!

  1. Werewolf

    aa Werewolf Probably not a real Werewolf

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    DR_Bank - This is a bank themed, TF2 Deathrun map where red team have to break into and escape from a bank!

    About The Map
    This is a bank themed, TF2 Deathrun map where red team have to break in, steal the item deep in the inner vault and get back out alive. Blue team must use the traps defend the bank from the red invaders!



    Features
    • 18 triggerable traps with 5 additional automatic traps
    • Themed player motivator, deployed after 2 minutes of the first door breaking.
    • Idle blue players are killed after 30 seconds of round start if they have not moved from spawn.
    • Idle red players are killed once the first door has been broken.
    • 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:
      • "Humiliation" which has 9 possible humiliating scenarios
      • "Mini Game" a luck based game, or
      • "Street-fight" a 1v1 Battle to the death!
      • Alternatively should red NOT pick one within 30 seconds the map will force a red win.
    • Full 32 player support
    • Two trial effects!
    • Hidden bonus
    • Blue Hint system that allows Death to see the kill area for some traps.
    • Dynamically adjusting delays - The lobby door that triggers the alarm changes its HP based on the number of red players alive when the round starts.
    • Easy mode! If there are less than 6 red players at the start of a round, some traps are disabled!

    3rd Party Content:

    Other Links
     
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  2. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    791
    Positive Ratings:
    234
    DR_Bank_V6 Change Log
    1) Fixed an exploit where red players could hide in a corner to avoid Gaben.
    2) Fixed the 'no entry' decal on the one way door (in the lobby)
    3) Added an output to override the health of both players inside the fighting area. This will force both players to have 100hp, regardless of class or items held.
    4) Swapped some func_detail filing cabinets with a custom prop.
    5) Further sealed up the barrels trap, preventing anyone from triggering the barrels dropping early.
    6) Updated the blue running path with a scrolling texture.
    7) Re-textured the basement hallways and DOND rooms.
    8) Fixed parts of the main entrance doors sometimes moving independently of their parent parts.
    9) Made the end game countdown timer more visible.
    10) Minor optimization.

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    Last edited: Dec 24, 2015
  3. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
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    Positive Ratings:
    234
    DR_Bank_V8 Change Log
    1. Fixed missing particle effects.
    2. Re-made the code displays to use ToggleTexture brushes instead of multiple func_brush's per digit, saving a lot of entities.
    3. Fixed an issue where red players could get stuck in the 2nd trap.
    4. Reversed the 2nd staller door so now it opens inward instead of outward, but slowed it's speed by 30% to compensate.
    5. Re-textured the main Vault doors.
    6. Re-made all of the custom textures and decals.
    7. Minor optimizations.

    I'm slso adding on the V7 change log, which I had forgotten to upload here when updating the map from V6 to V7:
    DR_Bank_V7 Change Log
    1. Replaced the Gaben model with a different model, as I was unable to fix the missing hair. The map now uses this model - http://steamcommunity.com/sharedfiles/filedetails/?id=124849648
    2. Fixed spies being able to get past Gaben by disguising, waiting next to the sentries in the vault, then leaving though the vault door as Gaben passes. (Though really we should blame lazy server owners for allowing spies to disguise in Deathrun)
    3. Added melee damage filters to the following buttons:
      • The first red button to stalling doors (beside the fan trap) to prevent players from shooting the button outside of the fan trap's range.
      • The buttons to the barrel trap, to prevent both buttons being activated at the same time.
      • The buttons to the toxic waste trap inside the vault, again to prevent both buttons being activated at the same time.
      • The buttons to the code pad.
    4. Fixed players being able to trigger the explosion particle effect for the barrel traps by dropping weapons onto them. This did not cause any damage to players in previous versions, but fixed none the less.
    5. Converted some func_detail geometry into prop_static's
    6. Removed the Freerun button.
    7. Updated the Pitfall trap (2nd trap)
      http://steamcommunity.com/sharedfiles/filedetails/?id=708170579
    8. Added numbers to the tops of buttons to indicate their order of use.
    9. Fixed a couple of texture errors.
    10. Fixed the bad lighting around the DDoS trap (15th trap)
    11. Replaced the healing beam the activates when players break the glass to the firepit with 6 small health packs. These de-spawn after 10 seconds.
    12. Added new detailing inside the fire pit: http://steamcommunity.com/sharedfiles/filedetails/?id=708690867
    13. Converted all remaining .mp3 files to .wav
    14. Added some alternate songs to the Humiliation disco.
    15. Created a new key prop and used it to replace the golden wrench. The supporting text has been updated to reflect the change, and added a padlock over the doors to the code booth.
    16. Added the new tf_glow effect to various props in the map to aide players. This includes adding a glow to Gaben so that players can see where he is.
    17. Updated the effects in the mini game, including a momentary stun effect which only applies when the crusher slams down.
    18. Updated the credit signs to include newer URL's and assets not previously credited.

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  4. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    791
    Positive Ratings:
    234
    DR_Bank_V8a Change Log
    This is identical to the V8 update, it only fixes bugs in the previous version.
    1) Fixed the code system
    2) Fixed some missing sounds.

    Read the rest of this update entry...