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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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    Well it's been yet again a while...

    vsh_runoff_b1
    There are parts in the pit where players can jump down and camp and make the boss fall in the pit that sucks off his health almost instantly. The pit damage needs reduction and these camp spots removed/made inaccessible.
     
  2. Darkness899

    Darkness899 Registered

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    I'm fixing it, any suggestions on the damage the pit should deal? Currently 9999/sec.
     
  3. Echo

    Echo Registered

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    I'd suggest the same damage the pits deal in Concord. It's not always likely Hale falls in but it is rewarding when he does.
     
  4. Darkness899

    Darkness899 Registered

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    You can delete following maps from the OP:

    • vsh_ram_shacked_final (exploit has been fixed)
      arena_ravage_b1 (both bugs/exploits have been fixed)
      vsh_runoff_b1 (Pit damage lowered and some other changes)
      arena_towertop_final (Moon has been removed)
      vsh_twinfalls_b1 (fixed exploitable places)

    See this topic for full changelogs:
    http://www.lethal-zone.eu/tf2/map-edited-for-lethal-zone-t10393.html
     
  5. nemesis

    nemesis Registered

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    vsh_partyisland should be removed till someone update it.

    Wind, hale stun (which is 10s) should be removed.
     
  6. B.A baramous

    B.A baramous Registered

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    well the whole map should just be removed.
    i only get negative comments about it
     
  7. Echo

    Echo Registered

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    I removed the fixed maps from the list, thank you all for the work and fixing. As for party island, the map is indeed bad, the moment we play that map I start a forced map change vote cause people hate it so much. I might also add that even without the wind and stun the map is horrible.
     
  8. nemesis

    nemesis Registered

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    vsh_seismic_b1

    [​IMG]

    What should be made on this map?
    Some ppl said that the basement is useless and should be removed.
    What you think about that?
     
  9. Snelvuur

    Snelvuur King of Sand

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    make a poll on the forum, about the map if it needs to stay or not, if so many people are against it, i like the random things but only the wind sucks..

    about seismic, you could remove the bottom. You can also push hale in and its very hard to get out for non regulars (i know because i normally push them in)
     
  10. Darkness899

    Darkness899 Registered

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    You are so evil :evil:

    The basement isn't used alot, so I don't care about it staying or getting removed.
     
  11. nemesis

    nemesis Registered

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    well, ok, i'll work on it. Basement already removed, tomorrow we'll probably play the new one :)
     
  12. Repulsion Gel

    Repulsion Gel Registered

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    arakawa: water does too many dmg. why does it een do dmg?
    also buildings placed on moving boats will float above water
     
  13. Echo

    Echo Registered

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    I'm also adding that the flood/ice event makes the battle very one sided. On flood event the boss wins 100%, on ice event the team wins 100% due to a single uncharged sniper shot pushing the boss back more than he can actually progress and the wide open space prevents any element of surprise. 1 dispenser with a heavy is more than enough to keep the boss out of distance, now add snipers, engineers and pyros and you got a stable fort. With these condtitions I instantly make a forced map change vote cause I just dont like maps that are way out of balance at some parts. During those 2 events it's about as one sides as the moon event on towertop.
     
  14. nemesis

    nemesis Registered

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    Slide effect is removed on ice event.
    The sewer water event, makes the islands unusable and hurts ppl who are walking on the ground with only 6 dmg/s (for vsh_arakawa_b7)
     
  15. Anonymous

    Anonymous Guest

    u should reduce the dmg to 1dmg/s or no dmg (water) ... it gets annoying when ppl push u down and u instand die
     
  16. nemesis

    nemesis Registered

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    For which water? sewer water? or normal water?
     
  17. Repulsion Gel

    Repulsion Gel Registered

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    Live has found an exploit on waste. There is a hole in the invisible walls wich allowes you to get behind them and be unreachable by hale while you can still attack him (similar to the one in twinfalls, but much bigger) Demo: http://www.mediafire.com/?vuotmapwk5ui0fc
     
  18. nemesis

    nemesis Registered

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    Already fixed, thx for reporting :)
    The new version will be released soon.

    Edit: done.
    <a class="postlink-local" href="http://www.lethal-zone.eu/tf2/map-edited-for-lethal-zone-t10393.html" onclick="window.open(this.href);return false;">tf2/map-edited-for-lethal-zone-t10393.html</a>
     
  19. Echo

    Echo Registered

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    Resurrecting this topic cause it's necessary. We have a few VSH maps in need of fixing, improving, editing.

    But first, I would like to thank all our map editors for improving previously issued maps and cleaning them up.

    Now to list a few current maps with issues.

    vsh_manncohq_v14
    The map is wide open and with engineers instantly constructing in spawn and being protected the map is close to impossible for the boss. Add to that several invisible barriers in the sky which prevents ambush superjumps. Firstly the invisible walls in the sky must be removed, otherwise we might as well box in the whole red team with an invisible wall Hale cant get through to. Additionally to add some cover from the wide open sniper rapes, the park section in the center should have trees to improve boss safety and ambush to even the odds.

    vsh_livingroom_v2
    The map is probably the largest by far and is an excellent sniper rape fest. Possible solution is to add extra furniture for additional cover, as well as add extra entrances/mouse holes to travel between the open and closed section of the map and provide additional ambush chances for the boss.
    Also the platforms provide engineers to build in the air, which again should be considered as an exploit and has to be fixed.

    vsh_magazine_b2
    With the right combination and common sense of classes and players, the ventilation tunnels prove to be an extreme camp fest, and if engineers got enough strategy, instant rape fest. Engineers are able to build in the turns of the vent cause the roof is high enough for sentry placement. Not sure how this can be improved yet though.

    vsh_partyisland_lz_b1
    Map is still widely disliked, why is it still here?

    vsh_pool_lz_b2
    Engineer buildings on glass and after broken they float. Not just used by players, but by admins... I am disappointed. I know Shadow is working on the issue but till it's fixed, it has to be listed as a reminder.

    These are the current map issues I managed to list up.
     
  20. Snelvuur

    Snelvuur King of Sand

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