Deathrun Update 13
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- Fixed Italyrats guns not spawning
- Added a teleport to deluxe_final so a user can bypass a trap if they get there before a death
- Added a killzone to the sign on deathrun_deluxe_beta that allows bypass of the second trap
- Fixed the death escapism method on deathrun_pool_pre-final that would kill deaths instead of teleporting them
- Fixed the pool on deathrun_pool_pre-final that would teleport runners to kill them instead of killing them on the spot
- Added guns to the Bhop end on deathrun_pool_pre-final
- Disabled access to the last trap on deathrun_warehouse_final
- Updated Votemap to work correctly. Previously played maps now cannot be played for up to two rounds. This should help other maps be played.
- Added dr_bb_citadel_b1
- People can now view queued songs in the F2 Jukebox menu <- Not currently working
- Replaced two teleport triggers on deathrun_t92_warehouse with death triggers
- Added guns to deathrun_t92_warehouse so the user doesn't have to blindly jump for the guns in the middle (and risk ending up with nothing)
- Added a teleport to prevent users from hiding under the death area on one clanNV map
- Added a killzone on simpsons to prevent people hiding in the stupid box that leads to the homers
- deathrun_tp_percolate_oreo has been re-added
- Replaced a teleport with a kill trigger on deathrun_blood_final. Users can now run over the roof without being teleported to their death.
- Added new shotgun for platinum. You can only gain this shotgun upon completing the level. This is to help counter the SMG's inaccuracy at short range. <- Removed for now
- Added map deathrun_mix_madness to map rotation
- Removed map deathrun_skjail_v3 from rotation.
- deathrun_escape_final removed
- Removed the Pirate Trail.
- Deathrun_Rooftops_Final has had it's teleports changed. Instead of going from the maze to the water area, you now teleport inside the building, giving death an extra trap.
- Added a kill area to the area above the spikes on deathrun_labrats
- Two new models added (Faith from Mirrors edge and Master Chief)
- Added map deathrun_ultimatum_final_v1
- Added map deathrun_decimate_finale
- Added map deathrun_yorksrun_final
- Added map deathrun_tribute_final
- deathrun_underconstruction_v6 removed.
- New effect added for guns
- Fixed 3 player autobalance bug
- Fixed some common errors
- Fixed log error messags for spectator.
- Platinum can now spray again.
13.1
- Movement code redone. This makes it identical to CSS and sv_airaccelerate 100.
- Deathrun_pool_final added.
- Deathrun_pool_pre-final removed.
- Fixed ending of deathrun_deluxe_beta.
- Fixed getting teleported to death on dr_hallsofmadness_v2
13.2
- Default map is now deathrun_decimate_final
- New trail added (arrows - made by Dan)
- Movement code fix - Slippyness effect should be gone.
- Removed some pointless old movement code
- Enabled extra trails that were added, but kept from public view
- Removed some old code that had plans but in the end not used
13.3
- Custom models now work. Custom models are $15 and can be added easily. However the method of utilizing them is still in beta, so don't expect it to work 100%
- Arrows trail now points the correct way
- Minor tweaking to movement code in the wareffort to get it even better
- Deathrun_Deluxe_Beta griefing point fixed
- Deathrun_ItalyRats griefing point fixed
- Added map dr_bb_no_prospekt_a1
- Added two custom player models
13.4
- All Citizen models are now available for Platinum in F2 if you really want them. Same with Hostages
- Minor tweak to movement code. Still haven't fixed plat speed reduction bug
- Added two custom player models
- Fixed the trollface trail displaying incorrectly.
- Turned ai_disabled to 0