Team Fortress 2

Team Fortress 2

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DR_Bank
   
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Otros: Navidad, Noche
Modo de juego: Especial
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Actualizado el
70.658 MB
2 JUN 2015 a las 2:58 p. m.
31 DIC 2022 a las 1:11 p. m.
18 notas sobre cambios ( ver )

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DR_Bank

Descripción
CURRENT VERSION - V13
GameBanana .com rating of 8.67 / 10.00!![gamebanana.com]

About The Map
This is a bank themed, TF2 Deathrun map where red team have to break in, steal the item deep in the inner vault and get back out alive. Blue team must use the traps defend the bank from the red invaders!

This is the "dr_" version of the map! If you need the "vsh_dr_", see here - http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=454129715

Features
  • 19 triggerable traps with additional automatic traps.
  • Themed player motivator, deployed after 2 minutes of the first door breaking.
  • Idle blue players are killed after 30 seconds of round start if they have not moved from spawn.
  • Idle red players are killed once the first door has been broken.
  • Anti-Rushing systems to prevent rushers from getting too far ahead of blue.
  • Upon beating the course, red players have 30 seconds to pick between 3 win options:
    • "Humiliation" which has 11 possible humiliating scenarios
    • "Mini Game" a luck based game, or
    • "Street-fight" a 1v1 Battle to the death!
    • Alternatively should red NOT pick one within 30 seconds the map will force a red win.
  • Full 32 player support
  • Two trial effects!
  • Hidden bonus
  • Blue Hint system that allows Death to see the kill area for some traps.
  • Dynamically adjusting delays - The lobby door that triggers the alarm changes its HP based on the number of red players alive when the round starts.
  • Easy mode! If there are less than 6 red players at the start of a round, some traps are disabled!
3rd Party Content:
Other Links
The extended development thread can be found here - https://gtm.steamproxy.vip/groups/GmodTech/discussions/3/610574106416505228/
This map is also on GameBanana.com - http://tf2.gamebanana.com/maps/182962
Discusiones populares Ver todo (1)
0
9 ABR 2019 a las 4:46 a. m.
Official Trap Name List
Werewolf™
54 comentarios
Lapinel 29 DIC 2023 a las 1:32 a. m. 
nostalgia ;)
King_of_The_Cavern 28 MAR 2023 a las 8:47 a. m. 
I was wondering if you have an SFM version of this map. I tried repackaging it into SFM, but got a getHardWare error.
Chill Guy 17 DIC 2021 a las 12:56 a. m. 
how do i play DR_Bank
Apocyl 9 SEP 2020 a las 7:09 a. m. 
i didnt get to play this a lot but man this is a cool map
worMatty  [autor] 9 ENE 2020 a las 12:41 p. m. 
Hello, Werewolf.

In version 12 and 12a, outside of Christmas, the leaves shown on the trees in spawn appear to be missing their texture. https://i.imgur.com/ZiBX8PY.png
Werewolf™  [autor] 5 ENE 2020 a las 5:29 a. m. 
Well, it wouldn't be DR_Bank if it didn't need a minor patch every 4th version (v4 -> v4 a , v8 -> v8 a , v12 -> v12 a ) :missing:

Clipping and volume will be easy fix. I'm also aware of a missing texture (which might be the issue with the humiliation) but I'll wait for some confirmation on that.
worMatty  [autor] 4 ENE 2020 a las 10:01 a. m. 
Hello, Werewolf.

In dr_bank_v12, runners can get caught on the first green button to avoid the OPAC trap.

Since you moved to a soundscript, the alarm bell sound can be heard much more easily downstairs in the laser corridor and vault. I think that's due to its attenuation being too low (or high, I forget what Valve does in displaying it). I suggest reducing the time from ninety seconds to 60, which should make the sound cut out by the time the runners reach the vault. Or, adjust the attenuation of the sound so it falls off more rapidly over distance.

I also heard a rumour that the new humiliation can cause a server crash. I don't know the person who told me. I'll let you know if I get more details.
worMatty  [autor] 24 NOV 2019 a las 4:11 p. m. 
There is a problem. Mean runners can block the red buttons.

At the first button, it doesn't have the 'touch activates' flag set.
At the second button, the invisible blockbullets brush frame which surrounds it prevents players from touching it, and therefore activating it. This may be a problem on the first button, too, but I haven't checked.

This was 'reported' by someone at the Skial forums after some poking, when the map was removed from their rotation and some users complained. I recommend that you remove all of the logic entities to do with melee and weapon activation, and just give the buttons the 'touch activates' flag. It would be much simpler. Oh, and make them stick out a bit more I suppose :-)
76561198206826095 30 MAR 2019 a las 2:18 p. m. 
Well done at creating one of Deathrun's most iconic maps and a very well done for not abandoning it till this day. Keep it up and good luck for the future :)
Snowshoe 19 NOV 2018 a las 9:17 a. m. 
when playing v9, constant FPS lag and console spam
Failed to load sound "custom\dr_bank\gaben_move_loop.wav", file probably missing from disk/repository
Error Vertex File for 'player/heavy.mdl' checksum -1199918941 should be -1789130382