Hello, there.
I would like to test my deathrun map work on the servers.
What is Deathrun?
Deathrun maps are longish, linear maps with lots of traps dotted along the path from the start to the finish. Each round, one randomly-chosen player is put on the blue team and the rest of the players are put on the red team. The red team needs to get to the end of the map without being killed, and the blue player needs to stop them by triggering the traps by hitting buttons (or using the +use keybind if the server allows it). Deathrun uses arena mode, so players only have one life, and maximum round lengths should usually be around six minutes. If all red players are killed, the blue player wins. If at least one red player makes it to the end and triggers the round win, then red win.
An example Deathrun map...
The most efficient deathrun server configuration is to leave class health and speed alone, prevent the runners (red team) from choosing Scout, and force melee weapons only. Weapon bonuses and advantages from melee weapons are restricted. In essence the only abilities available to a runner are running, crouching and jumping and the only differences between classes are speed and health (discounting other stuff like model, voice lines and height). The Scout is unavailable to runners because their speed helps them rush ahead out of reach of the activator (blue player) too easily, and their double jump ability renders most jump hazards harmless. On the server I used to play most on, the activator was forced to be a Scout every round for consistency and to give the chosen player a little hand getting back and forth between traps. tf_avoidteammates_pushaway is set to 0 so team mates don't collide and interfere with each other.
Some servers like to let players use primary and secondary weapons. This can add some extra stuff to the experience but it also needs a lot of work restricting a bunch of weapons and abilities to prevent exploits and trap skipping. Things like sticky bombs and rocket jumping is obvious, but there's also stuff like the Dead Ringer, medigun, Detonator and parachute. So for testing it's best to leave them all turned off.
A lot of servers use the VSH plugin but there are simpler alternatives. VSH can serve well for Deathrun but it has some extra stuff like custom models and voice lines, music, etc. that are just bloat. A basic Deathrun plugin doesn't need to do much, needing only to take care of the team player numbers, activator selection each round and melee weapon forcing. The TF2 arena logic takes care of everything else.
Thanks very much!
I would like to test my deathrun map work on the servers.
What is Deathrun?
Deathrun maps are longish, linear maps with lots of traps dotted along the path from the start to the finish. Each round, one randomly-chosen player is put on the blue team and the rest of the players are put on the red team. The red team needs to get to the end of the map without being killed, and the blue player needs to stop them by triggering the traps by hitting buttons (or using the +use keybind if the server allows it). Deathrun uses arena mode, so players only have one life, and maximum round lengths should usually be around six minutes. If all red players are killed, the blue player wins. If at least one red player makes it to the end and triggers the round win, then red win.
An example Deathrun map...
The most efficient deathrun server configuration is to leave class health and speed alone, prevent the runners (red team) from choosing Scout, and force melee weapons only. Weapon bonuses and advantages from melee weapons are restricted. In essence the only abilities available to a runner are running, crouching and jumping and the only differences between classes are speed and health (discounting other stuff like model, voice lines and height). The Scout is unavailable to runners because their speed helps them rush ahead out of reach of the activator (blue player) too easily, and their double jump ability renders most jump hazards harmless. On the server I used to play most on, the activator was forced to be a Scout every round for consistency and to give the chosen player a little hand getting back and forth between traps. tf_avoidteammates_pushaway is set to 0 so team mates don't collide and interfere with each other.
Some servers like to let players use primary and secondary weapons. This can add some extra stuff to the experience but it also needs a lot of work restricting a bunch of weapons and abilities to prevent exploits and trap skipping. Things like sticky bombs and rocket jumping is obvious, but there's also stuff like the Dead Ringer, medigun, Detonator and parachute. So for testing it's best to leave them all turned off.
A lot of servers use the VSH plugin but there are simpler alternatives. VSH can serve well for Deathrun but it has some extra stuff like custom models and voice lines, music, etc. that are just bloat. A basic Deathrun plugin doesn't need to do much, needing only to take care of the team player numbers, activator selection each round and melee weapon forcing. The TF2 arena logic takes care of everything else.
Thanks very much!