Area 51 Deathrun: Coming Soon to TF2

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ant_8490
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Area 51 Deathrun: Coming Soon to TF2

Post by ant_8490 » Sat Mar 29, 2014 10:43 pm

We hope to have a Deathrun server up and running on TF2 very soon. Here is where we are at so far:

Things Complete:
- Base DR plugins re-coded to work on TF2
- deathrun_steam_works_tf2 converted

Things To Do:
- Add presents/intels
- Add tons of effects and donator items
- Convert the best maps from HL2DM -> TF2

TF2 consistenly has one of the largest active player bases on Steam at the moment, so hopefully with our unique deathrun plugin and maps, we can once again have an active community that includes older members who have moved on from HL2DM, current players, and many new TF2 players.

http://store.steampowered.com/stats/

Feel free to give any suggestions that can help build upon our current HL2DM Deathrun plugin to make it even better in TF2!
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Brotherhood Of Nod
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Re: Area 51 Deathrun: Coming Soon to TF2

Post by Brotherhood Of Nod » Sun Mar 30, 2014 1:36 am

I may restart my making of maps. If I made a decent map, would you accept any from people so long as it lived up to what it needed?
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Oh look...
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I made dis.

Peter Brev

Re: Area 51 Deathrun: Coming Soon to TF2

Post by Peter Brev » Sun Mar 30, 2014 7:19 am

Ok. I'm in. Going to make maps.

Oh and, when do you think the server will be up?

I'll be donating for the server & I'll contribute improving it with everyone.

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ant_8490
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Re: Area 51 Deathrun: Coming Soon to TF2

Post by ant_8490 » Sun Mar 30, 2014 8:22 am

Brotherhood Of Nod wrote:I may restart my making of maps. If I made a decent map, would you accept any from people so long as it lived up to what it needed?
Of course. After I convert a few maps, I'll post the requirements and differences from HL2 maps.
Peter Brev wrote:Ok. I'm in. Going to make maps.

Oh and, when do you think the server will be up?

I'll be donating for the server & I'll contribute improving it with everyone.
Thanks :)
Should have a basic DR server up in a few days. Also, FYI, there are just a few DR maps for TF2 on gamebanana if you want some ideas.

So far the main differences are that we will need to have triggers to regenerate weapons/ammo at the endings and there is no env_fire or func_rotating.

Env_fire: Use info_particle_system https://developer.valvesoftware.com/wik ... ating_fire
Func_rotating: Use func_door_rotating. If it's something that just spins the whole map, set the move distance to like 1000000, set speed, and use a logic_auto to "open". If it's for a singe trap, set speed, and move distance = speed x trap activated time.

I'll make a complete topic of changes and suggestions after I figure out all the changes and anything else that might have to work with the plugin.
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Peter Brev

Re: Area 51 Deathrun: Coming Soon to TF2

Post by Peter Brev » Sun Mar 30, 2014 10:06 am

ant_8490 wrote:
Brotherhood Of Nod wrote:I may restart my making of maps. If I made a decent map, would you accept any from people so long as it lived up to what it needed?
Of course. After I convert a few maps, I'll post the requirements and differences from HL2 maps.
Peter Brev wrote:Ok. I'm in. Going to make maps.

Oh and, when do you think the server will be up?

I'll be donating for the server & I'll contribute improving it with everyone.
Thanks :)
Should have a basic DR server up in a few days. Also, FYI, there are just a few DR maps for TF2 on gamebanana if you want some ideas.

So far the main differences are that we will need to have triggers to regenerate weapons/ammo at the endings and there is no env_fire or func_rotating.

Env_fire: Use info_particle_system https://developer.valvesoftware.com/wik ... ating_fire
Func_rotating: Use func_door_rotating. If it's something that just spins the whole map, set the move distance to like 1000000, set speed, and use a logic_auto to "open". If it's for a singe trap, set speed, and move distance = speed x trap activated time.

I'll make a complete topic of changes and suggestions after I figure out all the changes and anything else that might have to work with the plugin.
I'll be testing Hammer for tf2 soon.

If the func_rotating disappeared, it's not going to be that hard.

Wheels in HL2 use func_door_rotating.

env_fire, I can probably grab a custom pcf file.

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Re: Area 51 Deathrun: Coming Soon to TF2

Post by myback » Sun Mar 30, 2014 12:08 pm

I'll be laughing when many of the old players come back suddenly "having the time" to play when this server opens.

I can already picture this server being popular already, just be prepared for LOTS of different people. Third most played steam game.

Some Suggestions:
  • 1. Add the perks from HL2DM...plz.
    2. Idk if there's just going to be one class used, but if multiple, have each one pose a unique ability. *if possible*
    3. If you're going to have admin applications, UNLOCK and LOCK them in small time intervals like you used to do. That kept a lot of traffic and unneeded applications away.
    4. Add new features constantly to improve game experience.
    5. I Don't recommend adding RTD, it's used too much lol.
I'm free for all this week(Spring Break) just in case anything is going to happen.
and Whenever I get the money, I'll donate as soon as possible. I should be getting some funds in paypal this week due to a HL2DM RP server, those things are really profitable if you do it right.
Good luck.
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Re: Area 51 Deathrun: Coming Soon to TF2

Post by nick_6893 » Sun Mar 30, 2014 12:35 pm

We are allowing people to choose any class they want for blue and red. You can also use any custom weapons you may have to give you a competitive advantage for the endings. We are not forcing certain weapons.

Also, about the presents and intel, which will be scripted by me. I plan on utilizing other items instead of presents and intels, such as the cash model from mvm and the healthkit items. Also for holidays (like halloween and christmas time), these will change as a theme.

The donator portion, points shop, and perks will be the last part we will script. We plan on utilizing the same kind of effects but we will look into new ones. I may try to grab hl2 models as with the custom models currently into tf2 but I am not sure if that will work.

I will try to have at least the presents/intel portion to be done within 2 weeks. If Ant is ready early, the server may be on for a couple of days without these additions. We are already impressed with the coding that has been developed. (3 years of full development done in mostly 2 days).

The game also seems to be much more stable than hl2 and spawn kills should never happen.

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Re: Area 51 Deathrun: Coming Soon to TF2

Post by Demon » Sun Mar 30, 2014 1:39 pm

Oh boy, I cannot wait until the server gets popular + when the admin application will open. xD ;D. I'll be rank 1.

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myback
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Re: Area 51 Deathrun: Coming Soon to TF2

Post by myback » Sun Mar 30, 2014 1:39 pm

Demon wrote: I'll be rank 1.
nahhhhhhhhnhhhhhhh

tbh idgaf about ranks...I just want to have fun.
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Re: Area 51 Deathrun: Coming Soon to TF2

Post by ant_8490 » Sun Mar 30, 2014 2:28 pm

myback wrote: I can already picture this server being popular already, just be prepared for LOTS of different people. Third most played steam game.
I hope so. Should be good to expand the community and add a lot of new active players.
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Re: Area 51 Deathrun: Coming Soon to TF2

Post by FalZen » Sun Mar 30, 2014 6:32 pm

TF2... nahh old and boring game. But hf.
A deathrun server in that game should have been opened ages ago.
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Re: Area 51 Deathrun: Coming Soon to TF2

Post by ant_8490 » Sun Mar 30, 2014 11:25 pm

Steam Works #1
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Steam Works #2
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Re: Area 51 Deathrun: Coming Soon to TF2

Post by ant_8490 » Wed Apr 02, 2014 7:40 am

Server should be up by the weekend
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Peter Brev

Re: Area 51 Deathrun: Coming Soon to TF2

Post by Peter Brev » Wed Apr 02, 2014 12:30 pm

ant_8490 wrote:Server should be up by the weekend
Gimme the IP :3

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Re: Area 51 Deathrun: Coming Soon to TF2

Post by ant_8490 » Wed Apr 02, 2014 2:03 pm

Peter Brev wrote:
ant_8490 wrote:Server should be up by the weekend
Gimme the IP :3
It will be:
area51servers.com:2304
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