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VSH Map bugs/glitches/errors thread.

Discussion in 'Team Fortress 2' started by Echo, Dec 13, 2011.

  1. Echo

    Echo Registered

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    I think we should have a topic specifically related to map issues in VSH. Instead of making topics about every single map, we could round up all the problems here and I could add the reported issues into this first post. I'm not a mapper, so I cant fix it but maybe others in the LZ community could. In this topic we should report map bugs, glitches, errors, possible balance issues.

    Here's what we know so far.

    arena_kolob

    Wide open map, extreme distance between the spawns and great base camp opportunities. Additionally optimization issues that burn up the video cards and processors.
    Possible solution would be adding some trees for extra cover. As for the performance, I'm not good with these things.
    OR
    Remove it.

    vsh_riverwood_v2

    Wide open map, moderate cover, bridge at sawmill has a gap under it making it ideal for engineers to build, getting in is difficult for bosses. Engineers building there usually end up being useless and is only good to troll and irritate bosses (I should know, I did it too).
    Also the spawns need to be covered up so the bosses would have a chance to ambush at round start and not get marked by snipers at the start. Also needs a cap point.

    vsh_timbertown_lz_b2

    The wooden houses in front of the spawns on the first level are accessible through engineer teleporters, making them impossible to reach afterwards. Further details and screenshots provided here: <a class="postlink-local" href="http://www.lethal-zone.eu/forum/tf2/vsh-map-bugs-glitches-errors-thread-t10210-160.html#p175402" onclick="window.open(this.href);return false;">tf2/vsh-map-bugs-glitches-errors-thread-t10210-160.html#p175402</a>

    vsh_dropdown_b1_fix

    On the RED side in center area where previous versions engineers built behind the fence, there's some vines in which you can get permanently stuck in.

    vsh_industrial_v1

    New map, not much testing done from what I witnessed. Wide open rocket launch facility, not much cover, boss camping in the center building often as a result. The map could maybe use a teleport location like in Crevice for better ambush tactics.

    vsh_top_arena_v1

    Medics are unable to revive the team because the death beacons fall through the floor into the pit.
     
  2. Darkness899

    Darkness899 Registered

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    Arena_dropdown is already fixed by fatboy but is not yet implemented in the map rotation.

    There is an extended version of Arena_pool_day made by speedy, that has yet to be tested.
    http://www.lethal-zone.eu/tf2/arena-pool-day-b1-t10195.html

    As for the other maps: I agree on military and oilrig: both not fair for hale, to small, to easy to win as players. As for aperture: not a really nice vsh map: not 1 'chamber' but a combination of seperate chamers, making it not fun for hale to play.

    Partyisland: okay map, but with to much random events, making the map not fun to play imo.

    You are right on crevice, but I'm not sure you can make it better for hale that way, we should give it a chance and get some ppl working on it in hammer.
     
  3. Anonymous

    Anonymous Guest

    We are suppose to be talking about map bugs/glitches/errors/exploits but fine I guess we will talk about gameplay of it...

    vsh_aperture_b2a

    8 minutes is normal, 4 minutes is too short,and that idea seems bad and makes players feel bad...

    arena_pool_day

    The reason why the door was open is because there was a VSH update which made all doors force open and then you needed to add the maps to some config which makes the doors open normally.(atm it's fixed)

    vsh_ram_shacked_final

    You can only build a dispenser there,so it's very possible for hale to kill them.
    Note:could you add a picture if I'm wrong?

    Each map is unique in someway and there's nothing wrong about whatever you're complaining about...

    Each map has a different "difficulty"...difficulty is like more easier/harder for the boss/the team

    as for everything else they are fine on many peoples opinions and it really depends on the players and the player who is playing the boss...

    And please don't start editing maps and make original maps please,report the issues to the original map makers and they might fix it and make it better...

    What matters is that the community likes it,if some people don't like, they will have to deal with it...
    Some stuff which you need to know:

    click the links:

    VSH Allied Modders Thread,where the developers do their stuff

    LZ VSH map testing topic
    LZ VSH update topic

    Here are our 2 developers of VSH :3

    Flaminsarge's VSH forum
    Flaminsarge's VSH server: 206.217.129.22

    RainBolt Dash's/Eggman's VSH/Freak Fortress 2 forum
    RainBolt Dash's/Eggman's VSH/FF2 server : 217.199.218.183

    Is this guide good?
     
  4. Echo

    Echo Registered

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    In ram shacked you can also build a sentry in that spot, which makes it a pain if the engineer belonging to it isnt around to kill.
     
  5. Anonymous

    Anonymous Guest

    What do you mean by that "spot"?

    Sentry behind the fence?

    or sentry just being in that high spot?
     
  6. Echo

    Echo Registered

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    Behind the fence of course. I experienced it first hand when an engineer built it there.
     
  7. Anonymous

    Anonymous Guest

    and it can shoot through the fences? :d

    but also it doesn't mean the engineer is untouchable

    (will go investigate that stuff)

    EDIT:confirmed

    Engineer is touchable so it doesn't matter and the sentry is killable I think
     
  8. Darkness899

    Darkness899 Registered

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  9. fatboy not slim[nl]

    fatboy not slim[nl] Registered

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    hmm wierd! :p
     
  10. Snelvuur

    Snelvuur King of Sand

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    floating sentry, now thats funny! no but in all fairness, exploits should be fixed.. floating sentry's (needs a add to door config) needs fixing too.

    The thing with crevice and poolday and oilrig is that the maps are basicly fine. If i am hale, i dont want to be hale on the simple maps, i rather want to be hale on poolday because it gives me a challange!

    About the jumps on partyisland and poolday, if you jump incorrect on them it indeed sends you the wrong way (never happened to me on oilrig though) on partyisland it can happen if you jump from above or the wind is going the other way. (afaik it is intended how it is) i see no real big issue in there.

    On another note, things like partyisland and oilrig are made by map makers that are active, thus making any changing will get nuked by newer versions. Want a change in those maps? Ask the authors i would say.

    Lets first start with all the bugs/doors/floating stuff that needs fixing :)
     
  11. Echo

    Echo Registered

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    I completely forgot about that one... added it to the list.

    And Snel, when I jump with the launching platforms, I jump with them the same way I always do, but sometimes they just launch me backwards. I dont jump any differently when they launch me backwards, they just randomly decide to get me killed.
     
  12. fatboy not slim[nl]

    fatboy not slim[nl] Registered

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    this is probably AN map bug! the sentry is place on an solid ground the bridge goes back and the sentry thinks i`m still on the ground ..
     
  13. Anonymous

    Anonymous Guest

    It's not a map bug...

    VSH allied modders thread

    and next update is gonna have it in another way...

    Source
     
  14. Echo

    Echo Registered

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    I'm adding vsh_tundra_b3 to the list of fixable maps. Lack of ammo packs and those towers engineers build on are a bit bugged cause sentries can shoot through them.
     
  15. Repulsion Gel

    Repulsion Gel Registered

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    On oilrig hale gets spawn camped very often when falling into the sea. The boss gets insta stabbed and can get stuck into ubered players. Hale should spawn in the air downstairs so it cannot happen. Or remove the sea and/or make walls.
    On party island the effects should be removed completely (it ain't fun when you get pushed around). The cows are funny though.

    Also apparently there's a glitch, that makes demomans unkillable. But that only appeared on VSH #2 so far and nobody knows why it happens.
     
  16. Darkness899

    Darkness899 Registered

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    Spawn camp on oilrig isn't much of a problem: 'good' players can huntsman taunt, or let him get stuck in an uber. But the other guys just shoot him so hale get released.

    I don't like the entire Party Island map, there are way to many random things.

    To bring up a new map: arena_towertop_final. There are some random events which makes the map really bad. I'm speaking of the moon coming down, which kills all the players after some time and about the whole map being underwater, which is absolutely not fun when you are hale.
     
  17. Repulsion Gel

    Repulsion Gel Registered

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    right, but think about spies, since hale falss donw pretty often, they can make devastating damage if done right

    and i don't know what you guys think of the neurotoxin in aperture. there isn't really any place to hide, the boss will eventually find them, or the others will lead him to the spot. and it's not fun dying because of that when you have chance to win
     
  18. Echo

    Echo Registered

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    The oilrig spawn camp is actually not much of an issue, consider it as a trap... the regular Hales know well enough to occasionally go down there to check if there's a trap waiting and kill the players setting it up.

    The towertop moon event is really stupid, it practically ruins the chance of both parties to play properly. The giant water flood isnt as bad, it just adds a new element to the map, a new obstacle. I'll add the moon to the list.

    The neurotoxin in aperture should come earlyer... true that players will EVENTUALLY find all the others but one time I saw a demo staying in a single spot in the outside sections and Hale would just randomly go around looking for him in the main rooms. For a good Hale, 4 minutes should be more than enough to kill the team before neurotoxin is initiated, and those Hales tend to kill the medics and engineers first who would be the primary tools of surviving the neurotoxin, that and the constant damage will force the remaining players to stick around medkits.
     
  19. Snelvuur

    Snelvuur King of Sand

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    All you need now is a map maker, but like i said, try not to play with "maps that are still active" like oilrig and party island, sure party island might be bad for you, but other do like it. You cant please everybody.

    Towertop event is bad, but it doesn't happen that much. For newcomers its fun to see.. the water aint that bad too.. i am thinking more of luxury issues here.

    But i do think we could do something else:

    poolday, oilrig -> if more then 16 people, dont play the map.
    Or other big maps, if under 16 players dont play the map.

    We might want to make a list of maps with the amount of players we want on, aputure map you really dont want to play that with 10 people, you need action :_)
     
  20. Anonymous

    Anonymous Guest

    I'm actually now thinking it's not the maps with the hard difficulty, I think it's taunt crits,it's overpowered against the bosses and any other so overpowered stuff(like every boosting stuff),if the server is filled with regulars, they kill the bosses sort of easily and they can do this on any maps environment I think...