"What the hell is wrong with this one..."

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"What the hell is wrong with this one..."

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Recently I've been putting more work into dr_hazbin_hotel.
Originally I was gonna scrap having a respawn coin, along with this design I created for it, but thankfully I came up with some ideas to make the respawn coin less boring, so I didn't end up wasting time designing it!
(The signed name on the right changes depending on which class is currently holding the coin card, in this case it's the Engineer's name)
I'd like to have it actually respawn a player when they die while holding it, and if someone can carry it far enough through the map, they can choose to sacrifice themselves by redeeming it to resurrect dead teammates to give them a second chance, while killing the coin card holder.
On top of settling on respawn coin functionality, I'm soon gonna be finally switching to Arch Linux like I've been planning to, so I haven't spent the time to get Hammer++ working on my current set-up since I'll be moving on from it soon, but in preparation I have done my own reasoning on "what makes a good Deathrun map," based on what certain maps within a Deathrun server I play on are like, and have mapped out what dr_hazbin_hotel will end up looking like.
I took a handful of maps from the server that are played often, and tore them apart; how many traps do they have, and how many visually distinct segments do they have?
Once I compared the number of traps and visually unique segments of numerous other Deathrun maps, I settled on dr_hazbin_hotel having five visually unique segments, all containing four traps each (minus the third "mid-way point" segment, which will consist of some light parkour).
I think a good balance of traps and visually unique segments will prevent the map from being too long or boring.
*Hotel may end up looking somewhat different to better suit gameplay
I also suppose the only issue with the map I have at the moment is the actual minigames. I have ten minigames planned (if you also count stuff like Humiliation, 50/50, etc. as "minigames").
I don't know of any other Deathrun map with ten minigames, so even if I could fit all of them into the map, I'm not entirely sure whether or not it's a good idea.
Regardless of whatever minigames I may have to cut, I'll make sure to keep the ones with bigger ideas, such as the extremely difficult Alastor boss fight, Sir Pentious Says (both voice acted by me, at least that's the plan), as well as a super secret parkour minigame not based on anything Hazbin Hotel related whatsoever but I think would be funny to add anyway.
Wacky Wednesday Deathrun
Back to streaming again. We're gonna start with Among Us and maybe move to some GMod
Sum stuffs :P was playin deathrun on roadblocks earlier and saw master hand⁉️⁉️😨idk why he there 😦 dont mind the two other sketches in the bottom lols

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My Mapping Portfolio
I have my mapping portfolio on my Blog, which I had previously shared on my now dead Twitter account.
So because I can, I'm going to share one of my past projects every day for the next week or two.
Or if you want to see it all now, then here's the direct link:
Below is my portfolio of maps I have worked on, all for Team Fortress 2. These maps were created in Hammer. Deathrun maps: Deathrun is a cus
The new death run maps on the hive SUCK. The obstacles are too small, and too close together. there's so many sharp corners and jumps immediately after speed boosts. These are objectively poorly designed maps
DR_Playstation is a really good deathrun map! I've been seeing this mentioned in the community for years, and I've had the chance to play it in both Team Fortress 2 and Garry's Mod.
The gamemode itself is locked so it's not possible on solo (TF2 version) and it's not fun to play on solo. The instructions aren't as laid out (early mapping things) and there's some bugs here and there. I recommend using a guide if you're tackling this for the first time.
Setting it up is how you'd try out setting up a LAN server because you'll need to install the map manually.
I can say that I've tried this with my friends, and it's possible to reach the end of a map without the other team getting rid of you (just noclip).
This one of the most creative community-made maps in the history of Source Engine. It doesn't get enough credit all of those years later.