Maps Suggestions

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Maps Suggestions

Post by [email protected] * »

This list made by Scorp & Pancevacka:

4life_rmk - easy
absolute - average, long
baw - easy-average
burnzone - average
bytun2hd - easy
chateau - easy
darkside - too long, hard
cxx-inc - easy
dust2009 - avarage
dust2011- easy-avarage
extreme_hard- average-hard
facility_21 - easy
fly_on_the_wall- easy
fuzzy- average
horror- easy-average
meadsy_final- easy
midnight_beta3- easy-average
moonlight- easy
nightmare- average
pirates_final- easy
poison- easy-average
roadoffear_final- average
simpsons- average
snow_run- averag-hard
terrorlabs_final- too long, hard
together - average-hard
unique - average-hard, long
windsade- easy-average
luxus_short- easy
deathrun_alpin_spring - easy-average
cityhotel_v2- average
death- hard
dojo(?) - great map but you can skip the whole map using immo
dustdivi2_final- easy-average
dgs- easy
evolution- too long, hard
live- too long, average-hard
random - easy
somwhera- average
tropic- too easy
w0rms- easy
taringacs_lostrome- average
crash_arabian- average-hard
Last edited by [email protected] * on Thu Oct 26, 2017 5:06 pm, edited 2 times in total.
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Shotex
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Re: Maps Suggestions

Post by sixon »

:handgestures-thumbupright:
Hi.
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scorp
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Re: Maps Suggestions

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Re: Maps Suggestions

Post by [email protected] * »

Thank you Sir! I will add the links.
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Re: Maps Suggestions

Post by SosA »

Very nice of you two and [email protected] for making the topic! Appreciate the effort
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Dee Dee

Re: Maps Suggestions

Post by Dee Dee »

TEST 01 RESULTS:

1. 4life - Very fast to complete for the best players and easy in general for everyone. Ladder works from both sides (which can be a strategy for the terrorists). Map can be finished in around 1'30'' for an average-good player in a freerun.

2. absolute - The trap with the water doesn't seem to work there is a trap where you must bhop. we could add teleporters in these two traps if needed. Apart from these, there are a lot of places where the ground disappears. Rather long jump at the beginning of the second room after KZ.

3. baw - Nice map, similar to extreme and some other maps in the current cycle.. Eventually could replace one of these maps. Overall well made map. However, the teleporters on the top should be blocked.

4. burnzone - Fps drops in the beginning of the map. The sliding door in the lava room can be glitched. CTs can easily kill the T with a TMP in the window after the first trap where the nades are, so it would be nice to block part of the window. Nice layout.

5. bytun2hd - AFKs are not killed in spawn. The exit door needs to be covered since it leads to a gun room and the end of the map (T side). Long DL time. Otherwise nice and short map.
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Re: Maps Suggestions

Post by scorp »

Dee Dee wrote:TEST 01 RESULTS:

1. 4life - Very fast to complete for the best players and easy in general for everyone. Ladder works from both sides (which can be a strategy for the terrorists). Map can be finished in around 1'30'' for an average-good player in a freerun.

2. absolute - The trap with the water doesn't seem to work there is a trap where you must bhop. we could add teleporters in these two traps if needed. Apart from these, there are a lot of places where the ground disappears. Rather long jump at the beginning of the second room after KZ.

3. baw - Nice map, similar to extreme and some other maps in the current cycle.. Eventually could replace one of these maps. Overall well made map. However, the teleporters on the top should be blocked.

4. burnzone - Fps drops in the beginning of the map. The sliding door in the lava room can be glitched. CTs can easily kill the T with a TMP in the window after the first trap where the nades are, so it would be nice to block part of the window. Nice layout.

5. bytun2hd - AFKs are not killed in spawn. The exit door needs to be covered since it leads to a gun room and the end of the map (T side). Long DL time. Otherwise nice and short map.
2. The trap with water works pretty fine. You must hold spacebar to be able to hold on water's surface. And why do you always add teleports/blocks on bhop part? You don't give a chance to players to learn bhop. There are just two easy bhop blocks.

4. On main server tmp in shop is usually blocked. So I doubt it's possible to kill the terrorist this way. Even if tmp won't be blocked terrorist can easily just not to come to this window.

5. There is another version of this map called deathrun_bytun2. AFKs are killed in spawn, no secret room and no way up to the roof. However it has one impossible trap because it's spammable. You can check out this map too.
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Re: Maps Suggestions

Post by Shotex »

I think testing map with more people would work better. With some pros and dr noobies. Also nice to see you are trying to add more maps because old ones became so boring.
Dee Dee

Re: Maps Suggestions

Post by Dee Dee »

@scorp

Yeah in absolute I meant teleporters for the water one, not necessarily the bhop, but my first post got deleted and I derped. Regarding the water one, I tried to press jump all the time but I still fell off the edge while testing it. But I guess we should give it another try.

As for burnzone, adding an invisible wall right in front of the T would be enough.
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Re: Maps Suggestions

Post by sixon »

Has this been forgotten already?
Hi.
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Re: Maps Suggestions

Post by [email protected] * »

sixon wrote:Has this been forgotten already?
we will continue as soon as possible
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Re: Maps Suggestions

Post by sixon »

Bumping this topic in hope to refresh your memories. We want new maps, and this is barely being worked on. Been three months already.
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Re: Maps Suggestions

Post by Patrick »

Results of the first maps tested:

deathrun_dust2011: Fix kz part. Will have a mapper look at this at some point as I don't believe blocking it off is for the best.
deathrun_facility_21: Spawnpoints needs to get changed, as some of them are skipping one trap. Also causing some people to die.
deathrun_fly_on_the_wall: Ready to be added. Will be added to the mapcycle very soon.
deathrun_extreme_hard: Didn't work for some reason. Will look into why and see if we can make it work.
deathrun_fuzzy: Good map, hard but possible. Will block off hp/weapon thing on the top eventually if it gets abused. Will be added to the mapcycle very soon.
deathrun_meadsy_final: Booster is a problem. Will test deathrun_darkside instead. deathrun_darkside will be tested in the next map test.
deathrun_midnight_beta3: Didn't work for some reason. Will look into why and see if we can make it work.
deathrun_nightmare: spawns are underground. Will have a look at this after the next maptest.
deathrun_pirates_final: Full of bugs. Not added.
deathrun_poison: Good map. Will be added to the mapcycle very soon.
deathrun_roadoffear_final: Good map will eventually remove the doors for CT's if it's causing alot of teamkills. Will be added to the mapcycle very soon.

Will try make a maptest for the rest of the maps on the list in the nearest future.
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Re: Maps Suggestions

Post by Bleak »

What about, deathrun_duality_final
I checked it, it looks like a challenge for players.
Its not that hard it only requires some bhop and surfing skills
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