Pit of Death - Halloween-themed Player Destruction It's on the workshop, too: http://steamcommunity.com/sharedfiles/filedetails/?id=537319626 Made for the Workshop of Horrors 2015 community event, although it ended up taking longer than I wanted. It's a Halloween-themed Player Destruction map. Collect Halloween gifts from fallen enemies and deliver them to the Underworld! This map features a portal to the Underworld which will open periodically over a bottomless pit. Take Halloween gifts into the portal to score points. Also includes an alternative pit to die in, magic spells, pumpkins, and coffins.
DUDE!! This is so cool!! I can't wait to play it. I noticed when I got into hell though that the clipping on these side cliff things were a bit odd, I got lodged into the left one:
Loving the map layout itself and how it looks. I have tested lots of this years halloween themed maps on the workshop on our servers with the community and this one by it's looks already takes a top 5 position from them.
Yep, for now. The portal is temporary as I'm looking to get a custom one done so the icon was placeholder for this. Also, currently working on an update that fixes cubemaps and other small things (EDIT: update now coming later with optimization update).
We are having problems to upload for the imp. Maybe the map have too many "_" I think that renaming filename to pd_pitofdeath_b1 will fix it
Needs a good ammount of optimization... I THINK I'm not the only one who had some good FPS drops. And IN MY OPINION there are way too many spells. But other than that,it's a really fun map. Can't wait the future updates.
AFAIK number of underscores or anything like that in the name can't affect it being loaded. It might just be that the name was too complex, so whoever was trying to load it kept typing it wrong?
-Added new portal particle effects by FissionMetroid101 -Improved optimization -Added spells to the Underworld -Added an invulnerability effect and heal to the portal -Removed players rolling a rare spell when a player exited the Underworld -Removed some spells in the main area -Decreased size of the portal teleport -Increased push force when teleported to the Underworld -Adjusted pumpkin locations in the Underworld -The health in the Underworld now only spawns when the portal is active -Fixed the wrong cubemaps being rendered in the Underworld -Fixed an issue with missing textures -Fixed a clipping issue with the doors when exiting the Underworld Read the rest of this update entry...
Happy to be featured in this year's Scream Fortress update! Big thanks to the contributors and to this community, you've all been a great help. If you've played the workshop version there's been some changes made to the one in the main game. They're mostly cosmetic and optimization changes, but I'll be happy to hear feedback and criticisms.
Played this map today with bunch of friends and randoms. There seems to be a problem regarding the underworld teleport exit (the one where you exit to underworld). Bunch of us jumped into the hole at the same time and we were stuck there in same pile at the underworld. Of course killing the enemies freed us but still, just wondering is it normal teleport or do you have different exits for both teams?
The 2nd spawn exit is out the way and not even seen when spawned. Could've made it more obvious there's another one.
The way it is now is that both teams use the same destination because of bad decisions made a year ago. I have a fix for this ready (along with some other fixes/changes) that will hopefully get added soon.
Just a bit of feedback; I actually really liked your underworld section, more than any other, and I thought it was really fun to play around in. Making it deal more damage makes it more of a place where you get in and get the heck out as fast as you can, which was disappointing, since it felt like it lost a lot of its charm as a result. I liked the idea that you could go in to stop enemies from scoring, but if you get in a fight as a weaker class, you'll be dead by the time you get out.
Hate to dig out this discussion but the map doesnt seem to work anymore or is there any player count needed so it works?