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And frankly you are over-reacting to what happened on the first test when we were LETTING people troll, for the sake of testing. If they do it now though, then its up to players to report them and admins to remove them from the server.
Also, can't you walk out of all traps when they are not activated? My plan is to kill the inputter of the code and those near. Stalling won't happen because people will go in who know how to operate a code or the idiot will set of the trap. Killing those who are in the room is a fault that the players made for staying in the room. It got trolled 80% of the time on area51 on another server (untill the code got removed). DIYING FOR SOMETHING NOT YOUR FAULT IS BULLSHIT. AND ADD IN THE FACT THAT EVERYONE DIES FOR 1 PERSONS FAULT.
People who stay in and who enter the code will die, unable to walk out, putting FAULT on them for not being careful. people will be stupid always in deathrun and run in and wait. FAULT FOR DEATH > NO FAULT FOR DEATH
You seem to have in your head that every time the map is played then a troll is 101% guaranteed to appear and mash the buttons. You know full well that does not happen, unless this other server of yours has a serious problem with trolls. In which case I refer back to the banhammer. I acknowledge the trap as it stands right now is vulnerable to trolling. That does not mean you get to dictate how I address fixing it.
But now this is me putting my foot down. If you want to start telling me how to make my maps, you can go open hammer and go make your own. And before you say something like "if you don't want people criticising your map you shouldn't ask for it" or whatever, I do really appreciate your help. I just think you are making this trap issue to be more of a problem than it really is.
But people will still get killed for bullshit with the way the setup is now. I don't want to tell you how to make your map, I just want to say that what you have made for the code is very griefable, and the 2nd worst trap ever (1st is area 51's code) and that it needs to change, not by removing it, but by a way that will make people have fault for dying. My way is the only one I can think of for now.
Also, I'm not talking justa bout trolls, the dumb people too that don't know how to enter codes.
And having a trap that requires admins to step in is AWFULLY designed. Mapppers should strive to avoid such and make their map grief free.
I enjoyed your map but I dont want it to get ruined by the code.
- The doors do not open as far (This was previously mentioned in the main post)
- While the doors are open, the cvar tf_avoidteammates_pushaway is enabled, meaning players will be able to push each other. It also means only one player can be entering the code at a time, and it will be hard to push them out. The CVAR disables when the doors shut to prevent push trolling.
- Upon the first incorrect entry, Gaben will spawn early (factor in that he also moves faster in this version)
- The 2nd error will force the rear staller door to shut
- The 3rd error will activate the gas.
- With each incorrect entry, the players near the pad (marked on the floor with a hazard area) will get teleported to spawn, where the sentries will kill them.
I'm keeping the gas, but does this sound fairer to you?After testing beta02 on the server last night I have made a 2nd revision of this setup:
Also regarding the teleport location. It seems many people I talk to agree that teleporting the players to right to their death is too unfair. I disagree. The laser trap, even when not activated by death, can will kill players who make a mistake (in this case a miss-jump.) Killing players who enter the code wrong is to me just being consistent. That's why originally I had players teleported to outside spawn where the sentries would kill them, now they teleport back to just before the laser trap so there is at least another chance for them to die and they are away from the keypad.
Even so, I'd like peoples thoughts on where to teleport players.
1) Drawer crusher - No changes made
2) The Pitfall - Players jumping over the trap will get pulled in (players are currently pulled in, but it is not strong enough to have a proper effect.)
3) Sticky trap - Altered the blast radius of the stickies, they now focus more damage in the area in front of them. This is to prevent players who appeared to be a safe distance away from getting hurt/killed by the blast
4) Air-Con of Death / OPAC - The pulling area of the trap is now marked while it is active (the floor lights up red), plus added sound effects to the trap.
5) Stairfall - No changes made
6) Safebomb - No changes made
7) Laser grid - The lasers now move 25% slower (from 200 to 150). However they will also move at super speed while the trap is active
8) "Deal or no Deal" - Multiple changes:
- Changed the golden wrench prop - beta01 used a custom prop originally from achievement_factory. This has been replaced with the normal in-game golden wrench.
- Added a golden glow to the winning safe box
- Added a sound effect (the achievement unlocked sound) to help indicate when the golden wrench has been found
- All boxes will force close 5 seconds after the wrench has been found.
- The side 'privacy fins' have been extended to make sure only the player who opens the trap is killed, and to make sure they are killed if it is a trap box.
- The codepad starts sunk into the floor. It will raise up only when the golden wrench has been found.
- Moved the codepad closer to the vault doors
9) [Auto Trap] Gaben's PIN Code- The doors to the codepad open 100° degrees, down 25° from the 135° in beta01
- While the doors are open, the cvar tf_avoidteammates_pushaway is enabled, and disabled when the doors shut.
- Upon the first incorrect entry, the player is teleported to just before the lasers.
- The 2nd error will teleport the player + Gaben will spawn early (factor in that he also moves faster in this version)
- The 3rd error will shut the rear door + activate the gas.
- The Gas does double damage and when all players have died, both the rear door and the vault will open.
10) [Auto Trap] Left or right toxic waste - Fixed an exploit where players could break the left side floor panel. This caused issues when players would break the left but the map had set the right as the killing side, rendering both sides un-passable.11) Breakout Bomb - Multiple changes:
- Swapped the random detonation timer with a fixed 5-second timer, with a sound effect (sentry buster ticking) to aide players.
- Fixed players not dying inside the inner safe (room with the bills hat)
- Fixed the hint signs not disappearing when they should have.
12) The Fan/Fire Pit - Fixed an accidental exploit in the fire pit. The damage had been lowered to 1hp/sec during testing and I forgot to increase it to a realistic level.13) Shock tank - Multiple changes:
- Added a self-breaking vent cover at the vent exit, giving the first player to jump in a momentary stall.
- Added a one-way window to the side of the vent, allowing blue players to see when red players are approaching the drop into the tank
- Added a 'tesla' effect to the 'source' of the electric current at the bottom of the wire
14) The Wire - No changes made15) The Barrel - Made the barrel smaller allowing it to roll slightly faster but also to allow players the chance to jump over it.
16) [Auto Trap] Left or Right Door - No changes made
17) DDoS Attack - No changes made
18) Falling CD case - No changes made
19) [NEW TRAP] - It's on the 3rd set of stairs...
20) Admiral Ackbar's Laser. - Admiral Ackbar has been replaced with "Shoop Da Whoop"
Other Changes: