DR DR_Bank V11

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

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    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

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    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

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    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.

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  5. Werewolf

    aa Werewolf Probably not a real Werewolf

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    DR_Bank_V10 Change Log.

    1) Hopefully fixed the lag / stuttering issues. This was probably caused by 'Bone Followers' being enabled on the new Gaben prop. All props that do not need 'Bone Followers' have had the setting disabled.
    2) Fixed players being able to block the both sets of staller doors.
    • For the first door an 'No entry' wall will be in place until the doors are fully open.
    • For the second door players will get teleported back a short way into the corridor they came from.
    3) Added func_clip_vphysics clipping over the Staller door buttons.
    4) Changed some rotating items to use func_rotating.
    5) Added a new particle effect to Traps 4 (the fan trap) and 11 (vent fan) to visualise air being sucked in.
    6) (Trap 11) The fan in the vent trap will now over accelerate while active.
    7) Fixed various packing issues, including the 2 trail sprites not being packed and various default models being packed in.
    8) Replaced Blue's glass floor with a better texture that is soundless, less reflective and shows more of the world underneath.
    9) Nerfed the intensity of the lighting effects used water tank trap as this cause a significant FPS drop even on high end PCs.
    10) Compressed various sound files.
    11) Smoothed out the barrel for the barrel trap, adding in a visible source of the trap.
    12) Made sure all doors have a blocking damage of 99999.
    13) All trigger_hurt brushes that are meant to instantly kill the player now deal 99999 damage and will force the players health to 1 on contact.
    14) Fixed the trigger_hurt brush for the toxic waste humiliation accidentally healing the players faster than it did damage by it repeatedly setting the players health back to 100.
    15) Fixed the road in spawn using reflections.
    16) Retextured various parts of the map still using HL2 textures.
    17) Upgraded Trap 14 (Shoop-da-whoop) with a new particle effect.
    18) Fixed the health packs not spawning when the window out of the lava is broken.
    19) Added a 10th possible event in the Humiliation Chamber.
    20) Removed the HDR lighting, reverting back to LDR lighting. The map didn't use any high contrast lighting that made good use of of the HDR effects. Instead I have given some items higher detailed lightmap scales for better bumpmap shadows.
    21) Minor optimization, notably adding fade distances on small props such as the light models and door handles.

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  6. Harritron

    Harritron L4: Comfortable Member

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    The toxic waste trap just after the vault is broken, it does not insta-kill runners anymore.
     
  7. Berke

    Berke L2: Junior Member

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    That is intentional as I know to give red players a chance to escape.
     
  8. Werewolf

    aa Werewolf Probably not a real Werewolf

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    As E X T R A S U C C said, that is an intentional change. I simply forgot to add it to the change log.
     
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  9. Werewolf

    aa Werewolf Probably not a real Werewolf

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    V11 Change log
    1)
    Fixed players being able to trigger the staller buttons from the side with the 'Wrap Assassin'
    2) Set the key prop to be invisible until the moment the correct box is found, preventing spectating players from cheating.
    3) Added map-wide func_nobuild and func_nogrenades zones. These both existed in previous versions but only over select areas. Now the whole of the red area is covered, with the func_nogrenades set to filter against Red team.
    4) Added trigger_remove_tf_player_condition brushes over certain traps, because who allows Demomen to cheat death, or lets Spies cloak and disguise?!
    5) Added a win trigger to the humiliation chamber. Should death somehow not die to any of the events, Red will still win the game.
    6) Replaced some of the training_annotation's with env_sprite_oriented's.
    7) Added a 'Dissolve' effect to various traps, which will make player ragdolls dissolve as if hit by a Neon Annihilator. (This also helps optimise the map a little)
    8) Altered the teleport to the Keypad. Idling in the booth will now teleport those players to the back of the room. Players who enter the wrong code will now be Dissolved.
    9) Added a particle effect to the code booth for when idle players are removed from it.
    10) Added an 11th possible humiliation event.

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