Bug Topic

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Patrick
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Re: Bug Topic

Post by Patrick »

[email protected] * wrote:deathrun_4life_rmk:
there are some spawn points in the void which means that the player will fall into the deadly ground (toxic ground) directly when he respawns this can be a bit annoying to some people even if they can respawn another time by pressing respawn.
Fixed + added another spawnpoint for T's.
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Patrick
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Re: Bug Topic

Post by Patrick »

+ Added another 10 spawnpoints for CT's in deathrun_terrorlabs_final. Increased from 20 to 30.


+ Fixed spawnpoints on deathrun_facility_21. Some of the spawnpoints were placed above the void and would cause you to die instantly from spawn. Also moved the 5 spawnpoints after the first trap back so all the CT's starts on the same platform.


+ Added more spawnpoints to deathrun_poison. Increasing the CT-spawnpoints from 25 to 30.
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Patrick
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Re: Bug Topic

Post by Patrick »

+ Changed some spawnpoints in deathrun_poolday that caused the players to take fall damage when spawning.
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Re: Bug Topic

Post by [email protected] * »

afk-switcher will be fixed? it's bugged since summer 2017
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Patrick
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Re: Bug Topic

Post by Patrick »

+ Blocked off the boost option from the fans in the beginning of the map deathrun_barbie_csbr.
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Kris
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Re: Bug Topic

Post by Kris »

Map: deathrun_terrortrain_v2

So basically people jump off from that rope and getting a short cut,the traps goes complete useless since lot of people are abusing it and getting an advantage from it,some invisible walls on the sideways would help.

The issue: https://imgur.com/a/H8hXC0G .

Thanks.
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Re: Bug Topic

Post by [email protected] * »

Kris wrote:Map: deathrun_terrortrain_v2

So basically people jump off from that rope and getting a short cut,the traps goes complete useless since lot of people are abusing it and getting an advantage from it,some invisible walls on the sideways would help.

The issue: https://imgur.com/a/H8hXC0G .

Thanks.
but they can skip only one trap and it's not a big part so it's fine
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Patrick
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Re: Bug Topic

Post by Patrick »

Kris wrote:Map: deathrun_terrortrain_v2

So basically people jump off from that rope and getting a short cut,the traps goes complete useless since lot of people are abusing it and getting an advantage from it,some invisible walls on the sideways would help.

The issue: https://imgur.com/a/H8hXC0G .

Thanks.
Blocked it off. Done.
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Kurza
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Re: Bug Topic

Post by Kurza »

i got slain , and i wasnt afk...

https://imgur.com/YM0XrsX
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Re: Bug Topic

Post by [email protected] * »

deathrun_minecraft_final:
the T spawn points might be too close to each others
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voodoo
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Re: Bug Topic

Post by voodoo »

deathrun_aquariums:

add more ct spawnpoints. we were around 23 CT and 3 of us die, check img
Spoiler!
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EDIT: another ss
Spoiler!
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Serselli?
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Re: Bug Topic

Post by [email protected] * »

voodoo wrote:deathrun_aquariums:

add more ct spawnpoints. we were around 23 CT and 3 of us die, check img
Spoiler!
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EDIT: another ss
Spoiler!
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the map doesn't fit with the deathrun mode, it's like deathswim no bhop no lj and nothing
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Patrick
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Re: Bug Topic

Post by Patrick »

[email protected] * wrote:deathrun_minecraft_final:
the T spawn points might be too close to each others
Fixed

+ removed deathrun_aquariums from the mapcycle for the reasons [email protected] stated above.
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Bleak
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deathrun_terrortrain_v2 Map Bug

Post by Bleak »

Hello.
in deathrun_terrortrain_v2 you can shortcut 70% of the map by B-Hoping from the start

A Player named PalOs discovered it and instantly told me about it, before it gets abused

and i recorded a demo of it.

https://www.sendspace.com/file/9syn9v

You can fix it by adding more walls to close it
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Re: Bug Topic

Post by [email protected] * »

deathrun_kogi_b2:
not enough/close spawn points.
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