Jacko
On multiple games prisoners are able to press buttons while they are inside the game. I understand that as a CT you can kill a prisoner for pressing the button, but its difficult to catch while there are a lot of T's playing the game. Regardless of this fact, prisoners are able to stop the game midway and it really prevents these games from being properly played. As a Warden you are unable to play start the game again if a Prisoner died during the first playthrough.
I'll need a list of all the games where this can occur. This happens because the button is too close to games play area, such that a T can just jump up and press it. Fix is to move it further out, further up, or as a last resort, filter out those with a targetname that is set by going inside the game, and reset to default upon leaving / spawning in.
There are two map games, TNT Climb and TNT Run, that allow players to grief each other while playing.
While playing the game if you trigger the TNT and your teammates are in the blast radius they too will take damage or die. On jb_minecraft_beta there is a TNT course that used to work the same way but it was updated to only damage the player who touches the TNT. Fixing this will prevent griefing that occurs. Prisoners will be able to complete these games without having to worry about their teammates failing. As an admin it can be sometimes difficult to judge whether the grief was an intentional one.
For this one, the explosions trigger on a .5 second delay and can be configured to ignore named entities, but I don't know if that can be configured to ignore players. One thing I could do, is replace the explosion damage with a trigger_hurt, to always deal X damage, or to always kill the !activator. I found that often times the TNT damage can be survivable due to its delay and small radius, so it will be different than how it currently operates. Regardless, it's something I have to look into a bit more
Bhop is rarely played with large number of T's because of how difficult it is for players to complete the game, let alone get past the beginning. Once a player jumps on the bhop platform, it has a reset timer for all players. Its not the type of Bhop thats client side and only teleports the specific player who triggered it.
Simple fix, swap out the doors with stable platforms and put a trigger above the platforms to teleport those with a targetname matching a filter, and another trigger to set your name to pass the filter if you remain on the platform for too long. Will need to play around with that duration, I think .3-.5 seconds would be fair.
The dodge-ball near bhop is permanently on. The dodgeball balls are unable to be activated or deactivated as they are always there. The only button is to lower the ladder which after a few seconds automatically rises again. There should be an off/on button for the ladder and for the dodgeball balls. The game is never played because of the fact warden cannot stop the game unless he tells T's to exit the game once 50% die. The ladder is also very annoying.
I don't see how dodgeball is even supposed to work. In solo play, the balls are near impossible to push because phys_pushscale isn't an unlocked cvar in csgo. I can only assume that on the server, they are easier to push and the intent is that the Ts knife the balls at each other. Having an off/on is as simple as disabling/enabling the trigger_hurts attached to the balls. Also have the ladder not pop back up unless the button is pressed again.
The music in disco and the hentai room is deafening. If I recall correctly this problem has been brought up in the pG forums multiple times. I agree that the loud music is an aspect that gives dojo its identity however the radius of which the music can be heard should be reduced. There is no reason why we should be able to hear the music loudly from a good amount of distance or if we're in a different room. The loud music makes it hard for prisoners to understand the warden.
This will be a combination of reducing the amount of ambients playing sound, their effective range, and their effective volume. All 3 contribute to how loud a sound is and will take some tuning to get right.
So that covers your issues. Other things I could potentially change:
- Clipping off stairs so it's a smooth glide up/down rather than a jank wobble
- Adjust how far doors recede into walls to prevent the top/bottom of a door clipping with the floor/ceiling textures
- Replace the pre-spawned armory weapons with weapon spawners, also adding in more variety to weapons
- Can add kevlar/helmet to both teams, or one team. In my own maps, I generally give both teams vest, but CTs get the helmet as well.
- Add a minimap
- Can adjust the air accelerate at the map level for surf
- Can turn the garbage ecchi room into something else (Although I'd need close to 70 new pictures to replace it out). Or I could just lock that room for a hot minute so nerds can't use it for wardays.
- Adjust the teleport destinations to teleport you facing a certain direction
- I don't know if the all chat map commands work, but if not I can replace them with hud hints. (Game starting and ending notifications, etc)
- Replace that ugly jank soccer ball with a prop
- Can make it so 4 square only kills off one square every time
- Fix all the garbage console errors
Edit: I can also patch out this garbage if it wasn't intended to be the easiest game ever.