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Ironically, you land on the huge table, and below is a ground with shallow water, if you fall off the table you land in the shallow water, and the table is too tall to even debug-jump back up.
No idea why the devs would collision map the fake version of the area, because it seems pointless, since players go through a loading zone into the actual area, and never actually get to move around in the fake area, therefore making it pointless to collisionmap an area that just gives off the illusion that you are going in instead of loading up another map using the “load [mapname]” command that all game engines use, with a different command for each engine, but they all act the same way, they just lead you into the map you put into the [mapname] area, I know one, that’s the UDK engine, in the UDK engine it’s “open [mapname]”, which I know because VCD uses it, which I play a lot, and I know most of it’s basic console commands, apart from removing a physical object (IE. a mapprop (a prop that is static, and has no interaction with it)) or adding a physical object (ie anything interactive) it has to be interactive, since adding a false one is simple, just use the “givealltools” command, which at that point tool 7 is used to add in fake props.