Difference between revisions of "User:MN"

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== List of reported bugs! ==
+
== List of reported map bugs! ==
'''Total reported - 27'''<br>
+
'''Total reported map bugs - 44'''<br>
 
+
** NOTE not all of these were found by me!!!
  
 
{| class="wikitable"
 
{| class="wikitable"
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'''[[Brew]]'''
 
'''[[Brew]]'''
 
* It is possible to bypass certain pitfalls if the player falls fast enough due to the pitfall triggers not extending all the way to the bottom, resulting in not enough time spent in the triggers to kill them, '''[Reported]'''  
 
* It is possible to bypass certain pitfalls if the player falls fast enough due to the pitfall triggers not extending all the way to the bottom, resulting in not enough time spent in the triggers to kill them, '''[Reported]'''  
 +
* [https://www.reddit.com/r/tf2/comments/18dh89w/favorite_sentry_spot_in_cp_brew/?utm_source=share&utm_medium=web2x&context=3 Possible to build on a pipe right above the last control point.] [https://www.teamfortress.com/post.php?id=215056 '''[Patched<nowiki>]</nowiki>''']
  
 
'''[[Lakeside]]'''
 
'''[[Lakeside]]'''
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'''[[Erebus]]'''
 
'''[[Erebus]]'''
* Players can build inside the RED spawn on the first stage of the map. '''[Reported]'''  
+
* Players can build inside the RED spawn on the first stage of the map. [https://www.teamfortress.com/post.php?id=230553 '''[Patched<nowiki>]</nowiki>''']
  
 
'''[[Tr Dustbowl]]'''
 
'''[[Tr Dustbowl]]'''
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'''[[Moldergrove]]'''
 
'''[[Moldergrove]]'''
* When inside the 3v3 arena, players are able to get inside some of the floating islands. '''[TBD]'''  
+
* When inside the 3v3 arena, players are able to get inside some of the floating islands. [https://www.teamfortress.com/post.php?id=230553 '''[Patched<nowiki>]</nowiki>''']
  
 
'''[[Hydro]]'''
 
'''[[Hydro]]'''
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* [https://steamuserimages-a.akamaihd.net/ugc/2295210273363888652/BC07A6719AE4727BE7BA807F8F8FC51D036D9640/ Players are able to build in BLU's first forward spawn.] [https://www.teamfortress.com/post.php?id=214110 '''[Patched<nowiki>]</nowiki>''']  
 
* [https://steamuserimages-a.akamaihd.net/ugc/2295210273363888652/BC07A6719AE4727BE7BA807F8F8FC51D036D9640/ Players are able to build in BLU's first forward spawn.] [https://www.teamfortress.com/post.php?id=214110 '''[Patched<nowiki>]</nowiki>''']  
 
* It's possible to get out-of-bounds as [https://www.youtube.com/watch?v=eJGWp7jMT6A&ab_channel=MN Pyro] and [https://www.youtube.com/watch?v=1dLCJ_zOfQc&ab_channel=MN Demoman]. [https://www.teamfortress.com/post.php?id=214110 '''[Patched<nowiki>]</nowiki>''']  
 
* It's possible to get out-of-bounds as [https://www.youtube.com/watch?v=eJGWp7jMT6A&ab_channel=MN Pyro] and [https://www.youtube.com/watch?v=1dLCJ_zOfQc&ab_channel=MN Demoman]. [https://www.teamfortress.com/post.php?id=214110 '''[Patched<nowiki>]</nowiki>''']  
 +
* [https://youtu.be/9EjtD49f594 Blu players are able to build in the secret room.] [https://www.teamfortress.com/post.php?id=215056 '''[Patched<nowiki>]</nowiki>''']
 +
* RED players are able to build in BLU's 2nd forward spawn (Red's first spawn). '''[Reported]'''
  
 
'''[[Carrier]]'''
 
'''[[Carrier]]'''
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'''[[Atoll]]'''
 
'''[[Atoll]]'''
* Entering the Warehouse through the back exit causes a nearby wall to become see-through and reveal players behind it. '''[Reported]'''  
+
* Entering the Warehouse through the back exit causes a nearby wall to become see-through and reveal players behind it. [https://www.teamfortress.com/post.php?id=230553 '''[Patched<nowiki>]</nowiki>''']
  
 
'''[[Murky]]'''  
 
'''[[Murky]]'''  
* Despite the {{Patch name|10|13|2023}} stating that roofs are no longer able to be build on, it is still possible to build on some of them. '''[Reported]'''
+
* Despite the {{Patch name|10|13|2023}} stating that roofs are no longer able to be build on, it is still possible to build on some of them. [https://www.teamfortress.com/post.php?id=230553 '''[Patched<nowiki>]</nowiki>''']
  
 
'''[[Steel]]'''
 
'''[[Steel]]'''
 
* It's possible to build on the higher level of the BLU spawn. '''[Reported]'''
 
* It's possible to build on the higher level of the BLU spawn. '''[Reported]'''
* Unlike all the other mercenaries, it's possible for the Demoman to shoot grenades over the capture point A door. '''[Reported]'''
 
  
 
'''[[Sandcastle]]'''
 
'''[[Sandcastle]]'''
 
* It is possible to get outside the hurtbox of the cliff and back using Demoman by using explosive jumps (such as the [[Ullapool Caber]]) or a mobility item (such as the [[B.A.S.E. Jumper]] or one of the Demoman's shields). '''[Reported]'''  
 
* It is possible to get outside the hurtbox of the cliff and back using Demoman by using explosive jumps (such as the [[Ullapool Caber]]) or a mobility item (such as the [[B.A.S.E. Jumper]] or one of the Demoman's shields). '''[Reported]'''  
* Using certain [[Magic spells]] it's possible to get out-of-bounds. '''[Reported]'''
+
* Using certain [[Magic spells]] it's possible to get out-of-bounds or into RED's spawn. '''[Reported]'''
* Using certain [[Magic spells]] it's possible to get into RED's spawn. '''[Reported]'''
 
  
 
'''[[Haarp]]'''
 
'''[[Haarp]]'''
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'''[[Bonesaw (map)]]'''
 
'''[[Bonesaw (map)]]'''
* It's possible to place teleporters in both the RED and BLU spawn. '''[Reported]'''
+
* It's possible to place teleporters in both the RED and BLU spawn. [https://www.teamfortress.com/post.php?id=215056 '''[Patched<nowiki>]</nowiki>''']
  
 
'''[[Hacksaw]]'''
 
'''[[Hacksaw]]'''
* It's possible to place teleporters in both the RED and BLU spawn. '''[Reported]'''
+
* It's possible to place teleporters in both the RED and BLU spawn. [https://www.teamfortress.com/post.php?id=215056 '''[Patched<nowiki>]</nowiki>''']
  
 
'''[[Egypt]]'''
 
'''[[Egypt]]'''
 
* The instant kill trigger inside of the stage 1 red spawn is always accessible until the first point is captured. '''[Reported]'''
 
* The instant kill trigger inside of the stage 1 red spawn is always accessible until the first point is captured. '''[Reported]'''
 
* Players are able to build in all of the spawn rooms excluding the stage 1 BLU spawn room. '''[Reported]'''
 
* Players are able to build in all of the spawn rooms excluding the stage 1 BLU spawn room. '''[Reported]'''
 +
 +
'''[[Metalworks]]'''
 +
* It's possible to build in the first RED and BLU forward spawns. '''[TBD]'''
 +
 +
'''[[Snowplow]]'''
 +
* It is possible for some jumping classes to get out-of-bounds on the first stage of the map. '''[TBD]'''
 +
 +
'''[[Nightfall]]'''
 +
* It is possible to build inside of the both spawn rooms on the last stage of the map. '''[TBD]'''
 +
 +
'''[[Wutville]]'''
 +
* It is possible to build in one of the BLU's first spawns and one of RED's last spawns. '''[TBD]'''
 +
 +
'''[[District]]'''
 +
* Infront of one of RED's further spawn rooms the trigger that causes [[PASS_Time#The_JACK|the JACK]] to be pushed away is inverted causing the jack to be sucked closer to the spawn door. '''[TBD]'''
 +
 +
'''[[Mannworks]]'''
 +
* It's possible for Engineers to build inside of spawn. '''[TBD]'''
 +
 +
'''[[Cursed Cove]]'''
 +
* It's possible for BLU Engineers to build inside their spawn. '''[TBD]'''
 +
 +
'''[[Gravel Pit]]'''
 +
* Players are able to build inside of BLU's spawn room. '''[TBD]'''
 +
 +
'''[[Snowycoast]]'''
 +
* Due to the damage trigger not completely covering the crash site it's possible to stand on top of the flying saucer. '''[TBD]'''
 +
 +
'''[[Suijin]]'''
 +
* On the 2nd lowest roof of the Temple Tower, it's possible to build sentry guns due to the no build trigger not completely covering parts of the roof. '''[TBD]'''
 +
* If an Engineer builds a [[Teleporters|Teleporter Exit]] inside their team's only area next to the main spawn, it is possible for an enemy Spy to teleport into the area. '''[TBD]'''
 +
 +
'''[[Cashworks]]'''
 +
* It's possible to fire weapons into the 2nd and 3rd RED spawnroom. '''[TBD]'''
 +
* BLU players can get into RED's final spawn after capturing the 2nd point. '''[TBD]'''
 +
 +
'''[[Well_(Control_Point)]]'''
 +
* It's possible to build in RED's final forward spawn. '''[Reported]'''
 +
 +
== List of other reported bugs! ==
 +
'''Total reported other bugs - 7'''<br>
 +
<br>
 +
<big>[https://www.youtube.com/playlist?list=PLg4RjdRsuhSDptSFKuSxZpUg9AlErcagJ Full video playlist of all bugs/exploits]</big>
 +
<br>
 +
<br>
 +
'''[[Wrap assassin]]'''
 +
* The Wrap Assassin's bauble can go through thin walls (less than 16 Hammer units thick, such as setup gates), when thrown at the correct angle.
 +
 +
'''[[Sandman]]'''
 +
* The Sandman's ball can go through thin walls (less than 16 Hammer units thick, such as setup gates), when thrown at the correct angle.
 +
 +
'''[[Dead Ringer]]'''
 +
*while quickly activating the Dead Ringer, three hands can be momentarily seen.
 +
** ''This can also happen when holding The JACK in PASS Time.''
 +
 +
'''[[Ullapool Caber]]'''
 +
* The Ullapool Caber may sometimes appear detonated when it is not. This can occur after hitting [[PASS_Time#The_JACK|the JACK]]
 +
 +
'''[[Eureka Effect]]'''
 +
* If a player is holding out the blueprints for either teleporters with the Eureka Effect equipped, by switching to any other wrench via Resupply Locker the player can upgrade teleporters for just 100 Metal (but the cost of building it will cost the same like any other wrench).
 +
 +
'''[[PASS Time]]'''
 +
* When using any of the sticky bomb launchers, if a player tries to hold down primary fire to launch the stickies further while picking up the JACK, the charge-up sound will continue to play even after putting away the launcher.
 +
* It's possible to fire the [[Cow Mangler 5000]]'s charged shot after picking up the JACK.
 +
* [https://github.com/ValveSoftware/Source-1-Games/issues/5397 It's possible to crash the game on any pass time map by disabling the timer.] [https://www.teamfortress.com/post.php?id=215056 '''[Patched<nowiki>]</nowiki>''']
  
 
== Bugs that need to be reported / To-Do List ==
 
== Bugs that need to be reported / To-Do List ==
 
# Disguise command bypass in training mode
 
# Disguise command bypass in training mode
 
# Sentry soft-lock in training mode
 
# Sentry soft-lock in training mode
# Instant death trigger inside of stage 1 red spawn on Egypt
+
# Gorge spawn_trigger exploit
# Being able to build of all spawn rooms excluding the stage 1 BLU spawn on Egypt
+
# Gorge build in spawn - spy in spawn exploit
# Being able to build inside of BLU's spawn room on Gravel Pit
+
# Gorge missing collision models
# Being able to build in the secret room on Camber
+
# Badlands build in red spawn
# STILL able to build in the 2nd forward spawn on Camber
+
# Multiple texture/brushes/lighting bugs in ctf_gorge
 +
# build in 2nd forward spawn Gullywash
 +
# Dustbowl stage 3 spawn_trigger exploit
 +
# Gullywash spawn_trigger exploit
  
 
== Socials ==
 
== Socials ==

Latest revision as of 10:11, 11 October 2024

MN
MN
Basic information
Gender: Male
Birth place: USA
Native language: English
Team Fortress 2
Favourite maps: Double Cross
Favourite hats: Byte'd BeakNunhoodBlighted Beak
Contact information
IRC nickname: MN


HOWDY

I'm MN :p and I main Medic normally when playing, also I report and find a lot of bugs/exploits/oversights for community and official Valve maps... that's pretty much it lol
I'm VERY new to editing the wiki so PLEASE let me know if I need to change/fix anything!

List of reported map bugs!

Total reported map bugs - 44

    • NOTE not all of these were found by me!!!
Info Label
Unable to contact map maker :( [TBD]
Reported it to the map creator [Reported]
If it has been patch [Patched]


Full video playlist of all bugs/exploits

Sinshine

  • Both the RED and BLU teams can place buildings inside their 2nd forward spawns. [Reported]

Brew

Lakeside

  • In the spawn room, players are able to build Sentry Guns and Dispensers through the boarded up window near the Resupply Locker. [Reported]

Erebus

  • Players can build inside the RED spawn on the first stage of the map. [Patched]

Tr Dustbowl

  • There is a floating rock texture above the Stage 3 Control Point A. [Reported]

Moldergrove

  • When inside the 3v3 arena, players are able to get inside some of the floating islands. [Patched]

Hydro

  • RED players are able to build inside of the Dam respawn area. [Reported]

Training

Hassle Castle

  • Players are able to get on top of the tree on Slope, where they can walk and build. [Reported]

Yukon

  • It's possible to get out-of-bounds near the 2nd BLU control point. [TBD]

Spookeyridge

  • * Inside the BLU spawn underworld area there is a room that is missing its windows and all the props inside don't have any collision. [Reported]

Camber

Carrier

Atoll

  • Entering the Warehouse through the back exit causes a nearby wall to become see-through and reveal players behind it. [Patched]

Murky

Steel

  • It's possible to build on the higher level of the BLU spawn. [Reported]

Sandcastle

  • It is possible to get outside the hurtbox of the cliff and back using Demoman by using explosive jumps (such as the Ullapool Caber) or a mobility item (such as the B.A.S.E. Jumper or one of the Demoman's shields). [Reported]
  • Using certain Magic spells it's possible to get out-of-bounds or into RED's spawn. [Reported]

Haarp

  • It's possible for players to get out-of-bounds on the first stage of the map. [TBD]
  • As a RED engineer, it's possible to get out-of-bounds on the third stage of the map. [TBD]

Mercenary Park

  • Engineers can build sentries and dispensers in the first RED spawn. [TBD]

Mossrock

  • There is a buildable spot outside of map near the first BLU spawn. [Reported]

Bonesaw (map)

  • It's possible to place teleporters in both the RED and BLU spawn. [Patched]

Hacksaw

  • It's possible to place teleporters in both the RED and BLU spawn. [Patched]

Egypt

  • The instant kill trigger inside of the stage 1 red spawn is always accessible until the first point is captured. [Reported]
  • Players are able to build in all of the spawn rooms excluding the stage 1 BLU spawn room. [Reported]

Metalworks

  • It's possible to build in the first RED and BLU forward spawns. [TBD]

Snowplow

  • It is possible for some jumping classes to get out-of-bounds on the first stage of the map. [TBD]

Nightfall

  • It is possible to build inside of the both spawn rooms on the last stage of the map. [TBD]

Wutville

  • It is possible to build in one of the BLU's first spawns and one of RED's last spawns. [TBD]

District

  • Infront of one of RED's further spawn rooms the trigger that causes the JACK to be pushed away is inverted causing the jack to be sucked closer to the spawn door. [TBD]

Mannworks

  • It's possible for Engineers to build inside of spawn. [TBD]

Cursed Cove

  • It's possible for BLU Engineers to build inside their spawn. [TBD]

Gravel Pit

  • Players are able to build inside of BLU's spawn room. [TBD]

Snowycoast

  • Due to the damage trigger not completely covering the crash site it's possible to stand on top of the flying saucer. [TBD]

Suijin

  • On the 2nd lowest roof of the Temple Tower, it's possible to build sentry guns due to the no build trigger not completely covering parts of the roof. [TBD]
  • If an Engineer builds a Teleporter Exit inside their team's only area next to the main spawn, it is possible for an enemy Spy to teleport into the area. [TBD]

Cashworks

  • It's possible to fire weapons into the 2nd and 3rd RED spawnroom. [TBD]
  • BLU players can get into RED's final spawn after capturing the 2nd point. [TBD]

Well_(Control_Point)

  • It's possible to build in RED's final forward spawn. [Reported]

List of other reported bugs!

Total reported other bugs - 7

Full video playlist of all bugs/exploits

Wrap assassin

  • The Wrap Assassin's bauble can go through thin walls (less than 16 Hammer units thick, such as setup gates), when thrown at the correct angle.

Sandman

  • The Sandman's ball can go through thin walls (less than 16 Hammer units thick, such as setup gates), when thrown at the correct angle.

Dead Ringer

  • while quickly activating the Dead Ringer, three hands can be momentarily seen.
    • This can also happen when holding The JACK in PASS Time.

Ullapool Caber

  • The Ullapool Caber may sometimes appear detonated when it is not. This can occur after hitting the JACK

Eureka Effect

  • If a player is holding out the blueprints for either teleporters with the Eureka Effect equipped, by switching to any other wrench via Resupply Locker the player can upgrade teleporters for just 100 Metal (but the cost of building it will cost the same like any other wrench).

PASS Time

Bugs that need to be reported / To-Do List

  1. Disguise command bypass in training mode
  2. Sentry soft-lock in training mode
  3. Gorge spawn_trigger exploit
  4. Gorge build in spawn - spy in spawn exploit
  5. Gorge missing collision models
  6. Badlands build in red spawn
  7. Multiple texture/brushes/lighting bugs in ctf_gorge
  8. build in 2nd forward spawn Gullywash
  9. Dustbowl stage 3 spawn_trigger exploit
  10. Gullywash spawn_trigger exploit

Socials