Pending [DR] Disable the timer on certain maps (1 Viewer)

Disable the timer on these maps


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Bloodpop

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Hello, Im suggesting the timer to be disabled on certain maps that interfere with the minigames

Examples like:

dr_simulacrum(The map is very long by playing it and even the author mentioned it was long too. There was a time i think when the boss was triggered and during the second phase. Panda's DR Timer fucked with the boss on the 2nd phase when 2 players were trying to focus on the boss, making that attempt impossible to win)

dr_PQ( the map already has a timer and i think if the boss gets triggered, but it wasn't a freerun then the timer could screw up players trying to do PQ's boss)

dr_sonic_exe(Mostly Similar reasons as PQ, it already has a round timer and it does pauses itself when a red player reaches the end to make time for the minigames. However, while the map's round timer pauses itself when its minigame time. Panda's timer doesn't which could make Triple Trouble Impossible to beat and Apophis only beaten if the activator declares a free run.)

dr_cyber_tower(If the boss does gets triggered, but short mode isn't enabled and no free run then the timer could interfere with the boss and probably some of the minigames)

Maps that have a entity called tf_round_timer(What's the point of it when there's a map that already has one)


In conclusion the timer should be disabled on maps that have a tf_round_timer and the ones i mentioned, before the timer could ruin any bosses or minigames when players are in process of it. Also, If you're afraid of players stalling then no worries. These maps have motivators to catch them, and if they don't have one or a round timer then you can request the map authors to add one too or make a stripper config to add one.
 
Another option it would be better if they extended the timer or added a option where you have to extend the timer.
 
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if anyone has proof or claims that Panda's timer does interfere with a boss/minigame on a map then please let me know so i can add it to the examples.
 
dont think we should change up the gamemode for these. honestly speaking
you can beat them without doing that.
 
dont think we should change up the gamemode for these. honestly speaking
you can beat them without doing that.
Its not for the gamemode, its for maps like these like i mentioned in the post.

Only time the Panda Timer should be used is when there's a map that barley has a motivator and a tf_round_timer or shorter maps that the Panda Timer won't interfere on the minigames.


And like i said, you can only beat the bosses of the maps i mentioned if the activator gives you a free run or just enables options to shorten the map. Like Imagine players trying to trigger simulacrums boss when the activator start using traps, only for the timer to interfere with them during the boss.

Also, winning the map while an activator that doesn't fuck around and plays its role could make bosses in the maps i mentioned impossible to beat. Since a normal round would take 6-8 minutes and there will be limited time on the boss to the point that players won't be able to beat the full thing and die when the timer ends.
 
simulacrum and cybertower's boss both have bypasses for the timer; cybertower requires the skip monologue option to be pressed at 4:40~ since every successful boss operation takes the correct amount of time to trigger the timebomb in which afterwards respawn the red team (i.e sacrificing a red), bypassing the timer entirely; simulacrum requires a competent runner to get to the end as quick as possible and someone to activate the boss before hand (3:2x or more) plus 3 surviving runners for phase 2 to do it, as for the minigames it's another case of doing a timebomb skip (end 1 has to be activated at 2:2x? and end 2 is somewhere around 1:58 or more to bypass the timebomb).
as for sonic exe, despite never having seen the boss, suffers from the panda timer.
PQ doesn't have any problems with the timer, boss and the map is short enough to always guarantee a playthrough of pq's boss regardless of the activator being active or not; pq's built-in timer isn't long enough to be effected by the panda one if I'm remembering correctly.

cybertower would benefit the most from the panda timer being disabled because of the panda timer interfering with the map's spawn secret hints, casual mode respawn popup text, final red room door text and minigame text, that plus the boss.
 
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Most maps have motivators and timers built in so I would think it would be better to just disable the timer and only enable it on maps where it's needed.
 
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This is what i mean by Triple Trouble being impossible, The timer just makes it harder since if no freerun but if they trigger triple trouble as an minigame option, then the timer will just troll them on them minigame. While the timer in my map does not and pauses when the minigame is played. Yea i think this panda timer should be disabled on my map too be honest. TT takes 5 minutes to beat and Panda's timer doesn't stop during a minigame.
Screenshot 2024-07-28 134958.png
 
Oh and if you have suggestions on what maps should have the panda timer disabled then please let me know
 
questionable if the timer set on maps are always correctly made and not 20 minute long.
imagine having 25 people dead and watching the remaining for 10 minutes play i would quit most likely considering the map timelimit is 45min iirc.
 
questionable if the timer set on maps are always correctly made and not 20 minute long.
imagine having 25 people dead and watching the remaining for 10 minutes play i would quit most likely considering the map timelimit is 45min iirc.
They are correctly set if i remember correctly, Panda's timer is 10 minutes While Sonic.exe just adds an extra 14 minutes. I don't know if you want me to nerf my timer to atleast like 12-10 minutes. the other maps might have motivators to do their jobs. But Im talking about the minigames on these maps, not the main maps. The timer can screw up Apophis if a freerun is not declared and Apophis takes 3 minutes to beat. TT on the other hand takes 5 minutes to beat but normal rounds take like 6-8 minutes which makes TT impossible. I feel like the timer should just be disabled on these maps i mentioned. And maps that already have a timer like dr_scooby_doo since it has a 8 minute timer.
 
They are correctly set if i remember correctly, Panda's timer is 10 minutes While Sonic.exe just adds an extra 14 minutes. I don't know if you want me to nerf my timer to atleast like 12-10 minutes. the other maps might have motivators to do their jobs. But Im talking about the minigames on these maps, not the main maps. The timer can screw up Apophis if a freerun is not declared and Apophis takes 3 minutes to beat. TT on the other hand takes 5 minutes to beat but normal rounds take like 6-8 minutes which makes TT impossible. I feel like the timer should just be disabled on these maps i mentioned. And maps that already have a timer like dr_scooby_doo since it has a 8 minute timer.
my point is just that the timer shouldnt make issues as in annoyance of waiting so long for the new round that's all.
 
my point is just that the timer shouldnt make issues as in annoyance of waiting so long for the new round that's all.
Ok, but i don't feel like anybody has issues with patience and its mostly just annoying on other maps i mentioned. You can only beat Simulacrum boss if its a freerun and speedrun the map according to Autismo, and yes i have seen it before.

Im not saying you should remove the timer from all maps, just these maps that are listed. If you wondering how then it could be done with a stripper config.
 
Screenshot 2024-07-28 144855.png


Turns out somebody told me that the bosses on Simulacrum are also impossible to beat due to the timer since they take 5-6 minutes aswell. A normal short run could just happen, but then panda timer ruins the boss tbh.
 

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My only suggestion for this would be increase the timer to 12 minutes for the time being since the mentioned maps do respawn players so they get a chance to experience both the main map and the minigames.
 
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That may also work too, but i would prefer it just being disabled on the maps tbh.
My only suggestion for this would be increase the timer to 12 minutes for the time being since the mentioned maps do respawn players so they get a chance to experience both the main map and the minigames.
 
So Kevin, you can either just extended the timer to atleast 14 or 12 minutes, or do the following and disable that timer on these maps.
 
Current version of Cybertower no longer gets rekt by 10 minute timer, but a single extra minute would probably help.
Disabling the timer on specific maps would be my preferred solution, but whatever plugin is being used likely would need to be edited, not to mention the slippery slope it proposes.
"Why is my map time limited if X map isn't?" or something like that. The only reason people want the timer gone in the first place is Simulacrum and Cybertower - they likely don't care about any other map and would rather it stay.

My current project (that I will never finish) has something that would heavily benefit from no time limit considering it could hypothetically take 15 minutes (for a very good reason, don't worry). I can theoretically bypass the timer with some funny VScript voodoo I picked up, but the cleaner solution would be to just not have to deal with the timer.

I'm all for the idea of disabling on certain maps its a problem, but what maps qualify should be heavily scrutinized beforehand.
- Is the time limit increase actually necessary?
- Does the map have ways to minimize downtime for dead players? I'm not one for making people wait 10 minutes or more repeatedly - if you have respawns to divide the gaps, you're fine.
- Do the players actually want it?
- Does the map have a good motivator/anti-stalling measures?
- Is the map even popular/liked enough to even care?
 
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Current version of Cybertower no longer gets rekt by 10 minute timer, but a single extra minute would probably help.
Disabling the timer on specific maps would be my preferred solution, but whatever plugin is being used likely would need to be edited, not to mention the slippery slope it proposes.
"Why is my map time limited if X map isn't?" or something like that. The only reason people want the timer gone in the first place is Simulacrum and Cybertower - they likely don't care about any other map and would rather it stay.

My current project (that I will never finish) has something that would heavily benefit from no time limit considering it could hypothetically take 15 minutes (for a very good reason, don't worry). I can theoretically bypass the timer with some funny VScript voodoo I picked up, but the cleaner solution would be to just not have to deal with the timer.

I'm all for the idea of disabling on certain maps its a problem, but what maps qualify should be heavily scrutinized beforehand.
- Is the time limit increase actually necessary?
- Does the map have ways to minimize downtime for dead players? I'm not one for making people wait 10 minutes or more repeatedly - if you have respawns to divide the gaps, you're fine.
- Do the players actually want it?
- Does the map have a good motivator/anti-stalling measures?
- Is the map even popular/liked enough to even care?
Damn, didn't know that a VScript could disable the Panda timer plugin or mess with it. How do you even know the plugin file anyways lol?

Oh and answers for my map:

-- Yep
-- My Map have a 14 minute timer but players can get respawned if somebody makes it to the end with the intel(people in DE suggested respawns should only be by intel) (I can nerf the timer if asked)
-- Well if players are trying to beat bosses that are literally 5-6 minutes like Simulacrums bosses then pretty much yea.
-- Yea i made sure the map's motivator is good enough
-- My map its mostly mixed opinions with 50% saying its good and the other 50% saying its dog water.
 
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