Team Fortress 2

Team Fortress 2

Rumble
ICS⭐  [developer] Jan 23, 2017 @ 9:49pm
Please report all bugs here, thank you!
This map is not yet done, so there might be things that are broken, look odd, etc. So please report all things you find so i can make the map better and fix the things.
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Showing 1-7 of 7 comments
Sir. Gameboy Jan 24, 2017 @ 5:11pm 
Found this big gamebreaking bug here, might want to fix it.

https://www.youtube.com/watch?v=INQOXEo73o8
Btagger Jan 24, 2017 @ 7:18pm 
I found an untextured invisible wall near point b. It's an opening parallel to the ramp leading upwards, I think it's supposed to be glass. Might just be on my side of things though.
Coleslaw McCree Jan 24, 2017 @ 8:09pm 
Also, I don't know if you consider this a bug or intentional, but you can build on the lower branches of the tree that overlooks BLU spawn. http://images.akamai.steamusercontent.com/ugc/94974552808408062/F0DF408C46908EB0F8280BD2C44FC6BB4EC9C8F3/
ICS⭐  [developer] Jan 24, 2017 @ 9:27pm 
Thanks for the reports! I'll get those fixed today! I have to go to work soon but after that, i have time when i return. Keep those bugs coming so i can fix them.
Pikachu on LSD Jan 27, 2017 @ 12:26am 
Minor bot support issue; bots will attempt to retrieve the small health pack on the log over B by standing under it.

It can be fixed by creating an area as shown in this image:[imgur.com] Easiest way to make it in the current version of the map would be to set nav_snap_to_grid 1, nav_begin_area over the corner in the second image, then use nav_end_area on the corner in the third. After that, use nav_analyze to redo the mesh analysis before packing it up.
ICS⭐  [developer] Jan 27, 2017 @ 7:30am 
Originally posted by Pikachu on LSD:
Minor bot support issue; bots will attempt to retrieve the small health pack on the log over B by standing under it.

It can be fixed by creating an area as shown in this image:[imgur.com] Easiest way to make it in the current version of the map would be to set nav_snap_to_grid 1, nav_begin_area over the corner in the second image, then use nav_end_area on the corner in the third. After that, use nav_analyze to redo the mesh analysis before packing it up.

I havent dig into doing proper nav yet, i just autocreated one for bots sake. I will tune that along with the map when i have layout locked in so i dont have to redo the nav properly twice. Thanks.
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Showing 1-7 of 7 comments
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