pass_warehouse Tips & Tricks

Kube

Not the correct way to make lasagna
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Aug 31, 2014
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I've decided to compile a list of tips and tricks for pass_warehouse as well as Pass Time in general as a gamemode. This list should (hopefully) change over time as the map is edited. To leave a tip or trick, just post it in a comment below, and I'll try to get around to bringing it up to the main thread.

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If you jump right before you throw, you can get the Jack to go a little bit higher and thus further. This can be helpful when trying to throw the Jack into the goal from a longer distance.

You can airblast the Jack as Pyro, which can be especially helpful if the Jack is airborne.

Jacks can be catapulted from jumppads in the same way that players can be. When the Jack uses a jumppad, it will most likely fly in a predictable pattern, even if it is thrown in a way in which the pattern wouldn't make much sense.
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There are two high-up openings facing diagonally towards mid. You can throw the jack on a respective floor jumppad on the ground level and it will follow a predictable path up into the opening, even if you throw from a weird angle. As such, you can stand in one of the openings, throw the Jack directly across towards the other opening, and it will bounce until it flings up from the jumppad into the opening above.
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The areas on both sides with the large containers (which I call the covered annexes) has a space between the containers which may play as a very strategic location. There are many throws that can be made that make the ball drop between the crates. It may be helpful to throw the ball towards your own base and into here before pushing forwards towards the enemy's goal.
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Use the jumppads on the high roofs on either side of the middle area to catch the ball as it is coming down (launch yourself around the time the Jack falls out of the dropper). Also, if you airblast the Jack directly forward as it is coming down, it will fly to the opposite jumppad, and launch back and between the large containers in the covered annex.
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The picture below shows a useful throw in getting the ball between the containers in the covered annex.
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To get to the protruding balcony quickly, jump onto the wooden barrier, and then jump to the balcony from there.
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This small area is disorientingly dark; use it to your advantage.
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You can pass the ball away and then back to yourself here, if you so may choose.
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The sandman ball can steal the jack at range.
Note: This may not be intentional, but since it hasn't been patched out of the game in the past few patches, the tip has been added.
 
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Kube

Not the correct way to make lasagna
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Aug 31, 2014
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This thread is open to your own suggested tips and tricks for pass_warehouse, and I'll try to compile the list.
 

yoseph

L1: Registered
Apr 28, 2015
18
2
I've found I've been able to stickyjump with the ball sometimes, but I'm not exactly sure how I managed it or how long after grabbing the ball you can detonate your sticks. . .
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
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I've found I've been able to stickyjump with the ball sometimes, but I'm not exactly sure how I managed it or how long after grabbing you can detonate your sticks. . .

If you figure this stuff out, I should be able to make a formal tip out of it.
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
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The sandman ball can steal the jack at range.

I'm going to avoid adding bugs to the list unless they persist for a little while. Thanks for the contribution, however.
 

tyler

aa
Sep 11, 2013
5,102
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They haven't patched it out for 3 updates now? But they've removed other exploits. Not sure it will get patched. The baseball is already a separate projectile and can be reflected. It might be intentional.
 

Kube

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Aug 31, 2014
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They haven't patched it out for 3 updates now? But they've removed other exploits. Not sure it will get patched. The baseball is already a separate projectile and can be reflected. It might be intentional.

Now that you say that, you're probably right. I'll add that in a second. But if it's patched out, obviously, the tip goes with it.

Edit: Done!
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
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Sandman-ball damage is melee damage. Heavies with the fists of steel take more damage from it too. You can also mark somebody else as "IT" with it.

I think all that Valve would have to do is specifically say that the Jack is to be transferred on all physics damage <other than> from the Sandman's ball (as I would imagine the ball and the bat register as different damage sources in-engine). I'm thinking this is how Valve patched the Short Circuit bug, but I'm not sure if the damage registration code is really that simple.
 

tyler

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Sep 11, 2013
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That makes me think that if the ball could not be melee damage, it already would be, so the jack-stealing properties may never be fixed.
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
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That makes me think that if the ball could not be melee damage, it already would be, so the jack-stealing properties may never be fixed.

I think that it makes sense for the ball to deal melee damage. I wouldn't imagine any weapon in TF2 dealing multiple damage types.
 

Tumby

aa
May 12, 2013
1,084
1,190
I think the sandman's bat and ball do the same type of the damage, just different amounts. (or maybe even the same?) They can both have crits even. The stun effect is probably entire related as in how far you are away from the guy as you deal melee damage to him.
If somebody can do this, increase the melee range of the sandman swing to near infinite and punch a bot from like 3 thousand units away. If he gets stunned, my theory is true.
 

tyler

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Sep 11, 2013
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The weird thing is the ball can be reflected but melee damage is just a very short-flying kind of bullet. So I don't know why the ball is doing melee damage considering no part of it is hitscan.
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
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I think the sandman's bat and ball do the same type of the damage, just different amounts. (or maybe even the same?) They can both have crits even. The stun effect is probably entire related as in how far you are away from the guy as you deal melee damage to him.
If somebody can do this, increase the melee range of the sandman swing to near infinite and punch a bot from like 3 thousand units away. If he gets stunned, my theory is true.

Can the Sandman's ball bounce off a wall and then still cause a stun? If so, how is the stun length calculated?

Also, I'm looking at the Wiki page, and yea, the ball is listed as melee damage.
 

Toomai

L3: Member
Apr 14, 2011
129
144
I wouldn't imagine any weapon in TF2 dealing multiple damage types.
Flares are both bullet and fire damage. Cow Mangler charge shot is both explosive and fire.
[...] but melee damage is just a very short-flying kind of bullet. So I don't know why the ball is doing melee damage considering no part of it is hitscan.
You can have a melee attack that deals fire damage, or a ranged attack that deals melee damage. The systems are independent. It's the same as any trigger_hurt really.
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
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Flares are both bullet and fire damage. Cow Mangler charge shot is both explosive and fire.
-snip-

Oops, completely forgot about that stuff. Still, I do think that it's only logical for the ball to deal melee damage, as it wouldn't deal bullet, fire, or explosive damage. Counterpoint to myself- logical sense doesn't always make gameplay sense.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
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In Pass Time it's possible to pass great distances. You can pass the ball from one side of the map to the other if you station team mates on both roofs and around the enemy goal, passing between them.

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