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VSH Map bugs/glitches/errors thread.

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

  1. Snelvuur

    Snelvuur King of Sand

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    Report it to shadow if you can, if he does not read it already.
     
  2. Snobgoblin

    Snobgoblin Registered

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    Edit from my side: Yes, one built a tp and other one just used it later, wasn´t able to get there with rocketme/rocketjump/stickyjump. Maybe there is one of these hidden walls (like there was on some other areas [back cave with the flashlight where you were able to rocketme over a wall and be unreachable]. Also I remember that a spy was stuck in the edge so that would support the "hidden wall", same as the thing as I already told, and yes, I did try it out when it was possible.

    Greets, Snob
     
  3. Echo

    Echo Registered

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    Resurrecting this topic for great justice. I would like to start by thanking all our map editors and contributors to fixing ALL previously addressed map issues. Well done and very good job guys, sorry I wont say names cause I might miss a few.

    And now here's a new batch which also got updated in the first post as well.

    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.

    arena_warehouse

    Some balance issues in regards to middle building and the containers in the spawns.
    I heard these got updated, map testing and upload pending.

    vsh_horyuji_v1

    Wide open map, complete sniper rape fest as well as difficult ambush chances. The map starts with a wooden window cover getting shot out and then the boss getting marked by snipers split second in the round start.
    Suggesting adding some japanese garden features, trees, lake, etc.

    vsh_north_mountain_pb

    Wide open map, sniper rape fest, no cover, no ambush.
    Supposedly this map also got modified to fix these issues, test and upload pending.

    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.
     
  4. Echo

    Echo Registered

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    Further update. An exploit was just discovered on vsh_timbertown_lz_b2.

    At last round after dying to round end teamkill I happened to come across an engineer constructing in a supposedly inaccessible house in front of either spawn. I tested the newly discovered exploit and provide screenshots of it. After testing I returned to the server and after time bombing the player using the exploit to get his attention, I offered him the chance to not get banned if he promises to not use the exploit again (as a favor for exposing it). After asking for clarity several times, he did not reply, there for I was forced to ban him by standards for exploiting.

    The screenshots have been attached to this post for those who wish to work on it or least check what to look out for and what to avoid doing in the future.
     

    Attached Files:

  5. Shadow

    Shadow Registered

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    Currently busy with a lot of stuff, have old projects that need finishing, so unless it's an emergency I'd rather not intake more projects on me, though some of these already have people looking over them (What wiki says anyway). Generally all these maps in my opinion can't be 'fixed' without a complete rehaul... They're too open and scattered..
    Will give my opinion regardless:
    -kolob:
    Maybe adding some tunnels running under the map could let hale get more of an ambush on players which might fix the issue? Opinions please.
    Nobody working on it at the time being, could assign it to someone.
    -warehouse:
    Was worked on by Darkness, then someone toke over (Forgot who, maybe SkySpy? My brain tells me that) But it was nearly ready for testing last time I checked.
    Someone already assigned to it, let them know.
    -horyuji:
    You just can't fix this map without breaking it apart at one point or another.. I suggest blocking off the surrounding roof tops so players can't build on them, and some cover to the sides under those roofs, would give hale more of an edge.
    Nobody working on it at the time being, could assign it to someone.
    -north mountain:
    Map is simple, but has issues that we had with another map before I believe, where everyone runs to top of the mountain and camp there.. This map seems incomplete in my opinion though.. Fixing this by adding trees isn't the answer.. as snipers use these more often than others for cover.. also noticed heavies using them to camp while waiting for ubers.. Adding more buildings that integrate with the mountain and add more ways to get behind enemies that camp up top might solve the issue while expanding upon the map. Opinions?
    Nobody working on it at the time being, could assign it to someone.
    -riverwood
    I suggest moving hale to spawn on the other gate to start it off, fixing the exploit spot is obviously not a big deal, just a player clip. Cover seems decent actually if you ask me, in some areas might be a bit too open, but the map is themed from skyrim (for all who didn't know, doubt) perhaps an extra cabbage vagon and a tree here and there (More flowers maybe? would need custom decals & textures I guess) More opinions on this?
    Nobody working on it at the time being, could assign it to someone.
    -timbertown
    Nemesis is/was working on this.. toke it off me without any consent so that means I didn't do a very good job on it now does it? Exploit should be fixed easily enough though. Wouldn't take too long but Nemesis has the files on him atm so ask him when you can.

    All I can offer atm, unless it's an emergency.. *doubt*
     
  6. fatboy not slim[nl]

    fatboy not slim[nl] Registered

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    i`m going to build an new map of my (new) home what i did on my map rats room .. but this time i`m going to make every thing from living room tilll my kitchen

    and gonne try to make an fun fact room for just fun
     
  7. Darkness899

    Darkness899 Registered

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    It was Zeyon who was working on an edit aswell (didn't know I had worked on it before). No clue on the state on his version, he only showed me a work in progress.

    As for my version of warehouse and all other map fixes I was working on: I really didn't had the time nor did I had the mood to open up hammer and get to start fixing stuff. Life has been keeping me busy for some time now (university is quite time consuming).

    Same as with Shadow: I can't really offer any of my "skills" of map making right now. Only if a change is really needed I MIGHT take a look at it. I almost have a week or 2 off, so I might finish up some things I had it store and do some bug/exploit/other fixing. Can't promise anything.
     
  8. Echo

    Echo Registered

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    Resurrecting the thread for some updates.

    First off credit to the mappers who made it possible to correct and upgrade maps thus far, many thanks guys for your work and effort.

    Currently we still have some pending maps still in need of adjustments as well as new maps/issues in need of addressing.

    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.

    vsh_horyuji_v1

    Wide open map, complete sniper rape fest as well as difficult ambush chances. The map starts with a wooden window cover getting shot out and then the boss getting marked by snipers split second in the round start. No cap point.
    Suggesting adding some japanese garden features, trees, lake, etc.

    vsh_north_mountain_pb

    Wide open map, sniper rape fest, no cover, no ambush, no cap point.
    Supposedly this map also got modified to fix these issues, test and upload pending.

    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/post175402.html#p175402" onclick="window.open(this.href);return false;">post175402.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.

    These are the current map issues in need of fixing, adjustments. If I missed any, please post here and I'll add it to the list.
     
  9. Osk1s

    Osk1s Cool Kid

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    Sadly we don't have too many active mappers or at least I don't see them being active.

    vsh_horyuji_v1
    As I said in other thread, at some point I will change this map to arena_suijin_rc2, but 1st I need a fixed version of it.

    vsh_north_mountain_pb
    I thought about removing it, few times, but it doesn't look like it's really hard for hale, if it's a good hale.

    vsh_industrial_v1
    It's a nice new map and it's not map's problem that people camp. Because then there are a lot of maps that are bad, since hale camps in other maps as well.
     
  10. Darkness899

    Darkness899 Registered

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    I'm *almost* ready to work on some of those, *almost*.

    The suggested changes from Echo's post are extremely usefull for us mappers. We probably know what most of the maps need, but someone suggesting on how it should be implemented is great. Keep up the feedback :)
     
  11. fatboy not slim[nl]

    fatboy not slim[nl] Registered

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    i`m not most of the time in the mood(happppy) and i`m whit mani the TD as i`m ther bizzy whit on 2? / 3 maps and some things other just ask me and AS i`m in the good mood i can take an loook into it
     
  12. Darkness899

    Darkness899 Registered

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    UPDATE:

    [​IMG]

    vsh_north_mountain_lz_b1
    - An edit of vsh_north_mountain_pb
    Changelog:

    Code:
    - Added working control point (60 seconds before it activates, 12 seconds to capture)
    - Adjusted fog to be more dense (less line of sight)
    - Added wooden fences to break up open spaces and to add cover
    - Remade RED spawn building
    - Remade/fixed the "ski jumps" so no more Z-fighting (overlapping textures) occur
    - Fixed playerclip brushes on the silo to follow the design of the silo better
    - Added prop fade-in-fade-out for slightly better performance
    - Added overlays underneath ammo and health placements
    - Made a better collision on the power towers
    - Minor detailing adjustments
    This map is now playable on the VS Saxton Hale servers, enjoy!
     
    #172 Darkness899, Sep 9, 2014
    Last edited: Jan 24, 2015
  13. Osk1s

    Osk1s Cool Kid

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    Yep, Darkness did a good job, it's really nice!
    New version of Suijin will come tomorrow! ;)
     
  14. Osk1s

    Osk1s Cool Kid

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    vsh_suijin_lz_b1 is now in map rotation instead of vsh_horyuji_v1.
     
  15. Darkness899

    Darkness899 Registered

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    Tomorrow is today:

    UPDATE:

    [​IMG]

    vsh_suijin_lz_b1
    - An edit of arena_suijin_rc2, by Cinnamon and E-Arkham
    Changelog:

    Code:
    - Opened area behind both BLU and RED spawn
    - Removed playerclip brushes near the pit to open the connection to the area behind both spawns
    - Clipped off rocks in the pit so players cannot access them anymore
    - Opened roofs of the capture point building and the building near the pit
    - Removed func_nobuild brushes on most roofs and in the river
    - Removed playerclip brushes on top of the rocks in the playable area so they can be accessed (between mid and spawn; both sides)
    - Fixed trigger_hurt brush not extending all the way down in the pit
    - Other minor changes
    This map is now playable on the VS Saxton Hale servers, enjoy!
     
    #175 Darkness899, Sep 10, 2014
    Last edited: Jan 24, 2015
  16. Snelvuur

    Snelvuur King of Sand

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  17. Darkness899

    Darkness899 Registered

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    To add to the discussion of possible changes and other things:
    (see arrows)

    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.

    --> Map is pretty big and open and optimization is almost non-existant (only areaportals and a couple of hint-skip brushes). Open maps are not easy to optimize properly. I'd rather add more buildings for cover, which can improve performance aswell, than trees. Also, does the map need the area opposite the river? I feel it isn't used alot and adds to the map being massive.
    Does anyone have an idea on how to improve the engi spots above spawns? I feel that those are the only spots used in the map ever, and are pretty hard for hale to clear. Tunnels, as suggested by Shadow, might work for hale to get closed to the camping players and get a suprise attack going. They do, however, make the map bigger than it already is. Adding a route/way up to the roof where engineers tend to set up their buildings might be a sollution, but can "break" the map as those are like the only spots used by players. Thoughts?

    vsh_horyuji_v1

    Wide open map, complete sniper rape fest as well as difficult ambush chances. The map starts with a wooden window cover getting shot out and then the boss getting marked by snipers split second in the round start. No cap point.
    Suggesting adding some japanese garden features, trees, lake, etc.

    --> Can be removed from the list, as Oskis replaced this map with Suijin (see up)
    If there still are problems with the new map (vsh_suijin_lz_b1), leave your thoughts here in this thread.

    vsh_north_mountain_pb

    Wide open map, sniper rape fest, no cover, no ambush, no cap point.
    Supposedly this map also got modified to fix these issues, test and upload pending.

    --> Can be removed from the list, new version playable on the servers (see up)
    If there still are problems with the "fixed" version (vsh_north_mountain_lz_b1), leave your thoughts here in this thread.

    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.

    --> About performance: map is basically 1 big open field filled with func_detailed houses which do not block what is being rendered. This means the whole map is rendered at the same time, everywhere. To add to that; almost everything is off-grid, which means that the map has to be rebuild from scratch to optimize it properly. And that is a no-go for me.
    About other changes: should be fairly easy to do. Need a screenshot of the gap you are talking about. Adding a control point is easy. Can move hale's spawnpoint away from the gate opening, maybe add more exits from spawn aswell.

    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/post175402.html#p175402" onclick="window.open(this.href);return false;">post175402.html#p175402</a>

    --> As Shadow said, have to ask Nemesis to either fix the problems or provide the .vmf map file, to avoid to decompile an already decompiled map. If not, can decompile the map again. Fix shouldn't be to hard to do.

    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.

    --> Is this still a problem? The vine models are set to "non-solid", meaning they shouldn't be blocking players. I can't find anything else that could cause this. If this is indeed still a problem, I can replace the vine models with other vine models or completely remove them.

    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.

    --> I have no clue which person thought that giving the higher ground to the players was a good idea. Map might be a little more balanced when spawns are switched? Also needs more cover on the ground (buildings, walls, props, etc etc)
     
  18. Darkness899

    Darkness899 Registered

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    Sorry for the double post.

    But is seems as this all got away unnoticed. So, asking again: any thoughts, remarks at my, or Shadows, notes?
     
  19. Osk1s

    Osk1s Cool Kid

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    arena_kolob

    Two options for this one:
    1. Make it smaller.
    2. Remove it, since some people don't like it that big.

    vsh_horyuji_v1

    It's replaced with vsh_suijin_lz_b1.

    vsh_north_mountain_pb

    You already fixed what was bad with it and I don't see anything wrong with the new version.

    vsh_riverwood_v2

    It's not that bad for me, though if you can't do those little fixes and enough people don't like it, then we can just remove it. But again, I don't see anything bad with that map.

    vsh_dropdown_b1_fix

    I got stuck somewhere there as well, though it happened only once, don't know how, because afterwards I tried to get stuck again and I couldn't.

    vsh_industrial_v1

    If you want to add some new things to it, then go ahead, I don't mind. However, switching spawns, I don't think it's a good idea, since then it's only one jump from high above and he can kill anyone he wants, then he even has time to decide who he should kill, because he drops down from pretty high place.
     
  20. Darkness899

    Darkness899 Registered

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    Which areas are up for removal from the playable area?

    I might be able to do little optimization using occluders, but those will only affect props being rendered. As for the spot under some bridge Echo was talking about, need screenshots because I don't know about it.

    Exactly what I was thinking. This was probably fixed in the _fix version by Fatboy. If this is still a problem, then please post here. If not, then this can be removed from the list?

    I haven't had a look at the map yet, so don't really know the position of hale's spawn (I reckon it was somewhere on the ground level, inside a building?). Anyway, what I had in mind was that players would instead spawn on the ground level, with hale spawning at a height advantage. The point being, that hale has more options to go for, instead of having to get up to where players spawn, because, well the players will probably not move far away from this height advantage they have. (This doesn't mean I will have the players just spawn on the bare ground, without any cover, etc.)
    Probably a bad suggestion, if you don't agree, will try to balance it (is it even needed) another way.