Difference between revisions of "Spineyard"
GrampaSwood (talk | contribs) m (→Notes: Guardrails having collision is an expected behaviour) |
BrazilianNut (talk | contribs) m |
||
(18 intermediate revisions by 8 users not shown) | |||
Line 1: | Line 1: | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{{Map infobox | {{Map infobox | ||
− | | game-type | + | | map-status = community |
− | | file-name | + | | map-game-type = Payload |
+ | | map-file-name = pl_spineyard | ||
| map-image = Pl spineyard.png | | map-image = Pl spineyard.png | ||
− | | | + | | map-released = {{Patch name|10|9|2023}} |
+ | | map-released-major = Scream Fortress 2023 | ||
| map-stamp-link = https://steamcommunity.com/stats/TF2/leaderboards/11957756 | | map-stamp-link = https://steamcommunity.com/stats/TF2/leaderboards/11957756 | ||
− | |||
| map-environment = City / Halloween | | map-environment = City / Halloween | ||
| map-setting = Nighttime | | map-setting = Nighttime | ||
| map-hazards = [[Pitfall]]s, [[pumpkin bomb]]s, <br>[[skeletons]], [[Environmental death#Payload_Cart_explosion|Payload cart explosion]] | | map-hazards = [[Pitfall]]s, [[pumpkin bomb]]s, <br>[[skeletons]], [[Environmental death#Payload_Cart_explosion|Payload cart explosion]] | ||
+ | | map-has-magic-spells = yes | ||
+ | | map-pickups-health-small = 16 | ||
+ | | map-pickups-health-medium = 14 | ||
+ | | map-pickups-health-large = 2 | ||
+ | | map-pickups-ammo-small = 5 | ||
+ | | map-pickups-ammo-medium = 16 | ||
+ | | map-pickups-ammo-large = 7 | ||
}} | }} | ||
{{Quotation|'''Spineyard''' publicity blurb|Here, you’ll find not only grapes, but also graves! Push a cart full of explosives through a haunted landscape of creepy coffins, eerie effigies, and scariest of all, Italians!}} | {{Quotation|'''Spineyard''' publicity blurb|Here, you’ll find not only grapes, but also graves! Push a cart full of explosives through a haunted landscape of creepy coffins, eerie effigies, and scariest of all, Italians!}} | ||
− | '''Spineyard''' is a [[Steam Workshop|community-created]] [[Payload]] map. It is set in an Italian coastal city with an ancient castle that holds both a winery and a missile base. | + | '''Spineyard''' is a [[Steam Workshop|community-created]] [[Payload]] map. It is set in an Italian coastal city with an ancient castle that holds both a winery and a missile base. It is a [[Halloween map|Halloween version]] of the [[Custom maps|custom map]] [[Vineyard]]. |
− | At certain points during the | + | At certain points during the round<!-- which I could not find a pattern for -->, as well as when a point is captured, a bell rings, signaling the appearance of the undead mafia: [[skeletons]] dressed in fancy suits and armed with [[w:Thompson submachine gun|Tommy guns]] who shoot at players on both teams and drop a [[Magic spells|magic spell]] each when defeated. |
Spineyard was [https://steamcommunity.com/sharedfiles/filedetails/?id=3028181847 contributed] to the Steam Workshop. | Spineyard was [https://steamcommunity.com/sharedfiles/filedetails/?id=3028181847 contributed] to the Steam Workshop. | ||
Line 46: | Line 29: | ||
== Locations == | == Locations == | ||
=== Checkpoint A – The City === | === Checkpoint A – The City === | ||
− | * '''First BLU Spawn''': A building with three exits, two on the ground level near the cart and an elevated one behind the cart. A single resupply cabinet | + | * '''First BLU Spawn''': A building with three exits, two on the ground level near the cart and an elevated one behind the cart. A single resupply cabinet sits in-between the ground level exits. |
+ | |||
* '''Vino Dalla Vigna''': A building right in front of BLU's spawn. Its roof can be easily accessed by a pair of stairs, one on each side. | * '''Vino Dalla Vigna''': A building right in front of BLU's spawn. Its roof can be easily accessed by a pair of stairs, one on each side. | ||
− | * '''The Three Buildings''': Three buildings with connected interiors. The doorway behind Vino Dalla | + | |
+ | * '''The Three Buildings''': Three buildings with connected interiors. The doorway behind Vino Dalla Vigna leads to a drop onto the middle building's interior. From here, an exit below the drop takes players just past checkpoint A; the exit on the opposite side leads to the Fountain. | ||
+ | |||
* '''The Two-Store Building''': A building right next to BLU's spawn. The only ground level entrance is close to the cart's starting point, which is right in front of a flight of stairs. Two windows, one with and one without glass, offers a view of the Fountain, the Alley, and the first checkpoint. Turning back reveals another flight of stairs, though much shorter, that leads to a room with another window to the Fountain and a path back to the Vino Dalla Vigna's roof. | * '''The Two-Store Building''': A building right next to BLU's spawn. The only ground level entrance is close to the cart's starting point, which is right in front of a flight of stairs. Two windows, one with and one without glass, offers a view of the Fountain, the Alley, and the first checkpoint. Turning back reveals another flight of stairs, though much shorter, that leads to a room with another window to the Fountain and a path back to the Vino Dalla Vigna's roof. | ||
+ | |||
* '''The Fountain''': A roundabout with a fountain in its center. The cart must go around the fountain before reaching the final ramp and curve leading to the point. | * '''The Fountain''': A roundabout with a fountain in its center. The cart must go around the fountain before reaching the final ramp and curve leading to the point. | ||
+ | |||
* '''The Alley''': A path that connects the Fountain to checkpoint A, passing by one of the doors of the second BLU spawn. The area close to the Fountain is in a lower level, while the part close to the point is an elevated ledge. [[Scout]]s can easily go up this ledge, but a green car and a trash bag serve as steps for other classes. | * '''The Alley''': A path that connects the Fountain to checkpoint A, passing by one of the doors of the second BLU spawn. The area close to the Fountain is in a lower level, while the part close to the point is an elevated ledge. [[Scout]]s can easily go up this ledge, but a green car and a trash bag serve as steps for other classes. | ||
+ | |||
* '''Second BLU Spawn''': BLU's spawn once A is captured. It has two exits, each with a resupply cabinet: one in the Alley and one in a corridor that takes players to the Hotel. | * '''Second BLU Spawn''': BLU's spawn once A is captured. It has two exits, each with a resupply cabinet: one in the Alley and one in a corridor that takes players to the Hotel. | ||
+ | |||
* '''The Point''': The area around the point offers a good number of cover options, though mostly for RED. | * '''The Point''': The area around the point offers a good number of cover options, though mostly for RED. | ||
+ | |||
<gallery> | <gallery> | ||
− | File: | + | File:PL spineyard start bluspawn outside.png|First spawn area for BLU. |
− | File: | + | File:PL spineyard start bluspawn.png|Inside view of BLU's first spawn. |
− | File:Spineyard Fountain.png|The | + | File:PL spineyard payload start.png|Vino Dalla Vigna front. |
+ | File:Spineyard Fountain.png|The Fountain. | ||
+ | File:PL spineyard second bluspawn outside.png|Outside view of BLU's second spawn. | ||
+ | File:PL spineyard second bluspawn.png|Inside view of the second spawn area for BLU. | ||
+ | File:PL spineyard first checkpoint.png|First Capture point. | ||
</gallery> | </gallery> | ||
=== Checkpoint B – The Road === | === Checkpoint B – The Road === | ||
* '''First RED Spawn''': The backyard of a building with a large wine rack right next to point B. | * '''First RED Spawn''': The backyard of a building with a large wine rack right next to point B. | ||
+ | |||
* '''The Castle Stairs''': A flight of stairs that leads to a vantage point over the area just after the ramp the cart must go up once A is captured. | * '''The Castle Stairs''': A flight of stairs that leads to a vantage point over the area just after the ramp the cart must go up once A is captured. | ||
+ | |||
* '''The Hotel''': A white building that leads to a ledge overseeing the area after the ramp following A's capture. | * '''The Hotel''': A white building that leads to a ledge overseeing the area after the ramp following A's capture. | ||
+ | |||
* '''The Alley''': A path that passes behind two buildings. The first area (going from point A to B) is lower than the main path; the second area offers access to a ramp that leads to a vantage point over the Lone Gravestone, the top of the Tunnel, and the Castle's One-Way Gate; and the third area is another vantage point over the Lone Gravestone. | * '''The Alley''': A path that passes behind two buildings. The first area (going from point A to B) is lower than the main path; the second area offers access to a ramp that leads to a vantage point over the Lone Gravestone, the top of the Tunnel, and the Castle's One-Way Gate; and the third area is another vantage point over the Lone Gravestone. | ||
+ | |||
* '''The Tunnel''': An arch the cart must pass under, but dark enough to look like a tunnel. When the car passes by the exclamation mark sign on the wall, the Castle's One-Way Gate becomes accessible. | * '''The Tunnel''': An arch the cart must pass under, but dark enough to look like a tunnel. When the car passes by the exclamation mark sign on the wall, the Castle's One-Way Gate becomes accessible. | ||
+ | |||
* '''The One-Way Gate''': A gate that only opens up when going from point A to point B. It leads to the other side of the Tunnel, a small ledge overseeing the Lone Gravestone, an underground passage to the Lone Gravestone, and a drop just before point B. | * '''The One-Way Gate''': A gate that only opens up when going from point A to point B. It leads to the other side of the Tunnel, a small ledge overseeing the Lone Gravestone, an underground passage to the Lone Gravestone, and a drop just before point B. | ||
+ | |||
* '''The Lone Gravestone''': An open area with a single gravestone in its lower part, right in front of the third BLU spawn. It offers a side route to point B. | * '''The Lone Gravestone''': An open area with a single gravestone in its lower part, right in front of the third BLU spawn. It offers a side route to point B. | ||
+ | |||
* '''Third BLU Spawn''': A small room in the Lone Gravestone's area. It has one resupply cabinet and one exit. | * '''Third BLU Spawn''': A small room in the Lone Gravestone's area. It has one resupply cabinet and one exit. | ||
+ | |||
* '''Checkpoint B''': Once Checkpoint B has been captured, the cart must advance a bit before the gate in front of it opens. There are side routes through the buildings on each side of the gate. | * '''Checkpoint B''': Once Checkpoint B has been captured, the cart must advance a bit before the gate in front of it opens. There are side routes through the buildings on each side of the gate. | ||
+ | |||
+ | <gallery> | ||
+ | File:Spineyard Red Spawn.png|First spawn area for RED. | ||
+ | File:PL spineyard hoteltobelfry.png|The ramp next to the castle stairs, leading to B. | ||
+ | FIle:PL spineyard third bluspawn.png|Third BLU spawn. | ||
+ | </gallery> | ||
=== Checkpoint C – The Restaurant === | === Checkpoint C – The Restaurant === | ||
* '''Second RED Spawn''': An underground storage for wine barrels. It has one resupply cabinet and one exit. | * '''Second RED Spawn''': An underground storage for wine barrels. It has one resupply cabinet and one exit. | ||
+ | |||
* '''Third RED Spawn''': A room with floral wallpaper and two bookshelves. It has two exits and one resupply cabinet. | * '''Third RED Spawn''': A room with floral wallpaper and two bookshelves. It has two exits and one resupply cabinet. | ||
+ | |||
* '''The Lone Coffin''': The area right in front of the second RED spawn and just past the gate in front of Checkpoint B, with a lone coffin standing against a wall. When the cart passes by the yellow and black striped signs on the floor, the building directly in front of the cart becomes accessible, granting access to a small platform with an overview of the area. | * '''The Lone Coffin''': The area right in front of the second RED spawn and just past the gate in front of Checkpoint B, with a lone coffin standing against a wall. When the cart passes by the yellow and black striped signs on the floor, the building directly in front of the cart becomes accessible, granting access to a small platform with an overview of the area. | ||
+ | |||
* '''The Steep Incline''': A short wooden ramp the cart must go up, with yellow and black striped signs on both sides of the track. The cart rolls back if left unattended while going up. | * '''The Steep Incline''': A short wooden ramp the cart must go up, with yellow and black striped signs on both sides of the track. The cart rolls back if left unattended while going up. | ||
+ | |||
* '''Final BLU Spawn''': A white building right next to Checkpoint C. It has two exits and a resupply cabinet. The exit with the "Exit" sign leads to the rest of the building, which includes a stair to a terrace and part of the remaining cart tracks; the other exit leads to a small room overseeing checkpoint C. | * '''Final BLU Spawn''': A white building right next to Checkpoint C. It has two exits and a resupply cabinet. The exit with the "Exit" sign leads to the rest of the building, which includes a stair to a terrace and part of the remaining cart tracks; the other exit leads to a small room overseeing checkpoint C. | ||
+ | |||
+ | <gallery> | ||
+ | File:PL spineyard second redspawn.png|Second RED spawn room. | ||
+ | File:PL spineyard second redspawn outside.png|Outside view of the second RED spawn room. | ||
+ | File:PL spineyard third redspawn outside.png|Outside view of the Third RED spawn room. | ||
+ | File:PL spineyard third redspawn.png|Inside view of the third RED spawn room. | ||
+ | File:PL spineyard third checkpoint.png|Third checkpoint | ||
+ | </gallery> | ||
=== Checkpoint D – The Winery === | === Checkpoint D – The Winery === | ||
* '''The Building Bridge''': Once the cart has made a right turn after checkpoint C was captured, it is possible to see a sign with an arrow pointing right right under a street lamp. The stairs right next to it allow players to go through the Building Bridge - a corridor connecting two buildings that the cart must go under. The building on the right, where the corridor drops players onto, offers an overview of the Second-to-last Yard. The other building also offers an overview of the Second-to-last Yard, as well as a series of flank routes to the Winery Yard. | * '''The Building Bridge''': Once the cart has made a right turn after checkpoint C was captured, it is possible to see a sign with an arrow pointing right right under a street lamp. The stairs right next to it allow players to go through the Building Bridge - a corridor connecting two buildings that the cart must go under. The building on the right, where the corridor drops players onto, offers an overview of the Second-to-last Yard. The other building also offers an overview of the Second-to-last Yard, as well as a series of flank routes to the Winery Yard. | ||
+ | |||
* '''The Second-to-last Yard''': The white signs with black arrows point to flank routes. The single-headed arrow points to a flank route that can take players either directly to the Pit or to a veranda overseeing the Winery Yard; the double-headed arrow points to that same route (going left) and to a different route (going right) that leads behind to the back of the Winery Yard. | * '''The Second-to-last Yard''': The white signs with black arrows point to flank routes. The single-headed arrow points to a flank route that can take players either directly to the Pit or to a veranda overseeing the Winery Yard; the double-headed arrow points to that same route (going left) and to a different route (going right) that leads behind to the back of the Winery Yard. | ||
+ | |||
* '''Final RED Spawn''': A big room with two floors, each with an exit and a resupply cabinet. The top floor leads to the catwalks above and around the Pit, and the lower floor leads behind and below the Pit. | * '''Final RED Spawn''': A big room with two floors, each with an exit and a resupply cabinet. The top floor leads to the catwalks above and around the Pit, and the lower floor leads behind and below the Pit. | ||
+ | |||
* '''The Winery Yard''': The last area of the map, containing BLU's goal - the Pit. | * '''The Winery Yard''': The last area of the map, containing BLU's goal - the Pit. | ||
+ | |||
* '''The Pit''': The hole in the ground where BLU must throw the cart into in order to win. | * '''The Pit''': The hole in the ground where BLU must throw the cart into in order to win. | ||
+ | |||
+ | <gallery> | ||
+ | File:PL spineyard ramptolast.png|The ramp leading to the final point. | ||
+ | File:PL spineyard bombpit.png|Final point. | ||
+ | File:PL spineyard last redspawn.png|Final spawn for RED. | ||
+ | File:PL spineyard last cliffview.png|Cliffside View. | ||
+ | </gallery> | ||
== Strategy == | == Strategy == | ||
Line 110: | Line 142: | ||
== Bugs == | == Bugs == | ||
− | * If a player is killed by a skeleton, the [[deathcam]] identifies the skeleton as "%killername%".<ref>[https://imgur.com/JLFSqu9 %killername% bug]</ref> | + | * If a player is killed by a skeleton they have damaged, the [[deathcam]] identifies the skeleton as "%killername%" and focuses on their feet.<ref>[https://imgur.com/JLFSqu9 %killername% bug]</ref> |
− | |||
* Skeletons have trouble navigating the map and can get "stuck" trying to walk against walls in order to reach an enemy.<ref>[https://imgur.com/9BzOLu8 A skeleton] unable to reach the player</ref> | * Skeletons have trouble navigating the map and can get "stuck" trying to walk against walls in order to reach an enemy.<ref>[https://imgur.com/9BzOLu8 A skeleton] unable to reach the player</ref> | ||
− | |||
− | |||
* Half of the guardrail of the veranda overseeing the Pit is missing collision.<ref>[https://imgur.com/Q0M0ayk Guardrail partially missing collision]</ref> | * Half of the guardrail of the veranda overseeing the Pit is missing collision.<ref>[https://imgur.com/Q0M0ayk Guardrail partially missing collision]</ref> | ||
Latest revision as of 19:09, 19 November 2024
Spineyard | |
---|---|
Basic Information | |
Map type: | Payload |
File name: | pl_spineyard
|
Released: | October 9, 2023 Patch (Scream Fortress XV) |
Developer(s): | Matthew "Panckakebro" Hiller Elián "iron" Rodríguez Denis "xB33" Varchulik Norman "Mikusch" Masanek |
Map Info | |
Environment: | City / Halloween |
Setting: | Nighttime |
Hazards: | Pitfalls, pumpkin bombs, skeletons, Payload cart explosion |
Magic spells: | Yes |
Map Items | |
Health Kits: | ×16 • ×14 • ×2 |
Ammo Boxes: | ×5 • ×16 • ×7 |
Map Photos | |
Map Overview | |
Map Stamp | |
Supporters Leaderboard |
“ | Here, you’ll find not only grapes, but also graves! Push a cart full of explosives through a haunted landscape of creepy coffins, eerie effigies, and scariest of all, Italians!
— Spineyard publicity blurb
|
” |
Spineyard is a community-created Payload map. It is set in an Italian coastal city with an ancient castle that holds both a winery and a missile base. It is a Halloween version of the custom map Vineyard.
At certain points during the round, as well as when a point is captured, a bell rings, signaling the appearance of the undead mafia: skeletons dressed in fancy suits and armed with Tommy guns who shoot at players on both teams and drop a magic spell each when defeated.
Spineyard was contributed to the Steam Workshop.
Contents
Locations
Checkpoint A – The City
- First BLU Spawn: A building with three exits, two on the ground level near the cart and an elevated one behind the cart. A single resupply cabinet sits in-between the ground level exits.
- Vino Dalla Vigna: A building right in front of BLU's spawn. Its roof can be easily accessed by a pair of stairs, one on each side.
- The Three Buildings: Three buildings with connected interiors. The doorway behind Vino Dalla Vigna leads to a drop onto the middle building's interior. From here, an exit below the drop takes players just past checkpoint A; the exit on the opposite side leads to the Fountain.
- The Two-Store Building: A building right next to BLU's spawn. The only ground level entrance is close to the cart's starting point, which is right in front of a flight of stairs. Two windows, one with and one without glass, offers a view of the Fountain, the Alley, and the first checkpoint. Turning back reveals another flight of stairs, though much shorter, that leads to a room with another window to the Fountain and a path back to the Vino Dalla Vigna's roof.
- The Fountain: A roundabout with a fountain in its center. The cart must go around the fountain before reaching the final ramp and curve leading to the point.
- The Alley: A path that connects the Fountain to checkpoint A, passing by one of the doors of the second BLU spawn. The area close to the Fountain is in a lower level, while the part close to the point is an elevated ledge. Scouts can easily go up this ledge, but a green car and a trash bag serve as steps for other classes.
- Second BLU Spawn: BLU's spawn once A is captured. It has two exits, each with a resupply cabinet: one in the Alley and one in a corridor that takes players to the Hotel.
- The Point: The area around the point offers a good number of cover options, though mostly for RED.
Checkpoint B – The Road
- First RED Spawn: The backyard of a building with a large wine rack right next to point B.
- The Castle Stairs: A flight of stairs that leads to a vantage point over the area just after the ramp the cart must go up once A is captured.
- The Hotel: A white building that leads to a ledge overseeing the area after the ramp following A's capture.
- The Alley: A path that passes behind two buildings. The first area (going from point A to B) is lower than the main path; the second area offers access to a ramp that leads to a vantage point over the Lone Gravestone, the top of the Tunnel, and the Castle's One-Way Gate; and the third area is another vantage point over the Lone Gravestone.
- The Tunnel: An arch the cart must pass under, but dark enough to look like a tunnel. When the car passes by the exclamation mark sign on the wall, the Castle's One-Way Gate becomes accessible.
- The One-Way Gate: A gate that only opens up when going from point A to point B. It leads to the other side of the Tunnel, a small ledge overseeing the Lone Gravestone, an underground passage to the Lone Gravestone, and a drop just before point B.
- The Lone Gravestone: An open area with a single gravestone in its lower part, right in front of the third BLU spawn. It offers a side route to point B.
- Third BLU Spawn: A small room in the Lone Gravestone's area. It has one resupply cabinet and one exit.
- Checkpoint B: Once Checkpoint B has been captured, the cart must advance a bit before the gate in front of it opens. There are side routes through the buildings on each side of the gate.
Checkpoint C – The Restaurant
- Second RED Spawn: An underground storage for wine barrels. It has one resupply cabinet and one exit.
- Third RED Spawn: A room with floral wallpaper and two bookshelves. It has two exits and one resupply cabinet.
- The Lone Coffin: The area right in front of the second RED spawn and just past the gate in front of Checkpoint B, with a lone coffin standing against a wall. When the cart passes by the yellow and black striped signs on the floor, the building directly in front of the cart becomes accessible, granting access to a small platform with an overview of the area.
- The Steep Incline: A short wooden ramp the cart must go up, with yellow and black striped signs on both sides of the track. The cart rolls back if left unattended while going up.
- Final BLU Spawn: A white building right next to Checkpoint C. It has two exits and a resupply cabinet. The exit with the "Exit" sign leads to the rest of the building, which includes a stair to a terrace and part of the remaining cart tracks; the other exit leads to a small room overseeing checkpoint C.
Checkpoint D – The Winery
- The Building Bridge: Once the cart has made a right turn after checkpoint C was captured, it is possible to see a sign with an arrow pointing right right under a street lamp. The stairs right next to it allow players to go through the Building Bridge - a corridor connecting two buildings that the cart must go under. The building on the right, where the corridor drops players onto, offers an overview of the Second-to-last Yard. The other building also offers an overview of the Second-to-last Yard, as well as a series of flank routes to the Winery Yard.
- The Second-to-last Yard: The white signs with black arrows point to flank routes. The single-headed arrow points to a flank route that can take players either directly to the Pit or to a veranda overseeing the Winery Yard; the double-headed arrow points to that same route (going left) and to a different route (going right) that leads behind to the back of the Winery Yard.
- Final RED Spawn: A big room with two floors, each with an exit and a resupply cabinet. The top floor leads to the catwalks above and around the Pit, and the lower floor leads behind and below the Pit.
- The Winery Yard: The last area of the map, containing BLU's goal - the Pit.
- The Pit: The hole in the ground where BLU must throw the cart into in order to win.
Strategy
Main article: Community Spineyard strategy
“Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Update history
October 9, 2023 Patch #1 (Scream Fortress XV)
- Added Spineyard to the game.
- Replaced some of the materials and models.
- Fixed a missing material.
- Significantly improved skeleton navigation.
- Reduced the health of skeletons to 130 HP.
- Increased the weapon spread of skeletons to reduce their long range damage.
- Increased the number of pumpkin bomb spawns.
- Improved sound effects.
- Various detail fixes.
- Fixed being able to build in the first Blue spawn.
- Fixed an exploit that allowed players to get outside of the map.
- Fixed missing cubemaps.
Bugs
- If a player is killed by a skeleton they have damaged, the deathcam identifies the skeleton as "%killername%" and focuses on their feet.[1]
- Skeletons have trouble navigating the map and can get "stuck" trying to walk against walls in order to reach an enemy.[2]
- Half of the guardrail of the veranda overseeing the Pit is missing collision.[3]
Gallery
References
- ↑ %killername% bug
- ↑ A skeleton unable to reach the player
- ↑ Guardrail partially missing collision
|
|