Rust

PL Rust final1

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goosmurf

L1: Registered
Sep 22, 2012
23
18
Many of the wood floors have that weird tele-dies-as-soon-as-someone-goes-through-it bug.

What causes that?
 

goosmurf

L1: Registered
Sep 22, 2012
23
18
http://steamcommunity.com/sharedfiles/filedetails/?id=260708954

If you build a tele exit anywhere inside that wooden area the teleporter is destroyed as soon as a player takes the tele.

It's quite a common bug but I'm not sure why. I see it frequently with wooden floors (e.g. the entire front right side of CP1 on pl_escarpment, from Red's POV), and also on metal floors (for example on Badwater, last CP, the stairwell straight ahead from Red's bottom spawn; the area next to the small ammo pack at the top of the stairs is an area that exhibited this bug until Valve fixed it a while back).
 

goosmurf

L1: Registered
Sep 22, 2012
23
18
I honestly don't know but I'd hope it's a map thing given how useless Valve are with fixing bugs :]

I can't recall it happening on any of the official maps other than Badwater (and that's been fixed) but just today I've come across it on pl_escarpment and pl_rust so I suspect it's map related.

Wiki says this:

If a teleporter exit is on a significantly sloped ground, or is within the bounding box of certain props (typically large and/or rotated), any attempts to teleport will instead destroy the exit and leave the player on the entrance. This appears to be a too-sensitive safeguard against getting stuck in objects by teleporting.

Which is what RubbishyUser referred to above: http://forums.tf2maps.net/showpost.php?p=287884&postcount=308
 

goosmurf

L1: Registered
Sep 22, 2012
23
18
BTW in the screenshot above the engy was trying to build in the corner between the ammo pack and the right window.
 

Snowshoe

L2: Junior Member
May 16, 2012
53
125
you can build here

eQTqKR6.jpg
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
I guess I'll see you in 3 years then.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
May as well post some feedback stuffs.

0seSwjQ.jpg

Texturing is fundamental.

QoFLeKw.jpg

This window should probably be one way, by the way.

P57AjS9.jpg

If you're going to have invisible walls like this it should either be more obvious that that's the level boundary...

wnHgxm5.jpg

...or I shouldn't be able to make it there in the first place. Like this scaffolding up here, for example. Also, I can stand on this clip brush.

aMqHy8l.jpg

I keep feeling like this is a place where I should be able to drop down.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Update? Update!

Train now works on the map.
Updated Optimization to not suck
Clipped something things.
Added a couple visualizers to better show the edges of the playable space.
Fixed BLU being able to get into the RED forward spawn.
Fixed being able to build outside the map bounds by RED primary spawn

I probably forgot to fix a couple small texturing stuff. Ah well, next time.

pl_rust is now unversioned, since we don't need to version anymore with the Workshop tools.