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Server Discussion => Deathrun Hell => Topic started by: Wizzy on April 07, 2013, 06:48:32 pm

Title: Nerf Ullapool
Post by: Wizzy on April 07, 2013, 06:48:32 pm
I am kind of surprised this issue hasn't been brought up, but I will do so now. The demo's with ullapools can easily ruin a map for hale. Some examples I will provide are Missing, where demos can jump up to the top of the walls by the moving platforms, go around the trap, and hit the button on the other side allowing everyone else to go around the trap. Example two is on Factory, demo can ullapool by the sentries and safely jump all the way across them to get to the other side and win, avoiding all 3 of the sentries. Example 3 is on mario, where the demo can ullapool to the top of the platforms at the very end, and just run on top of it all the way across to get to the other side safely.

My suggestion is that the ullapool gets nerfed so that demo's can't jump as high, as removing it will most likely get a huge group of people irritated.
Title: Re: Nerf Ullapool
Post by: BoBoBo-Bo Bo-BoBoBo on April 07, 2013, 06:49:34 pm
you played on castle map you can jump and skip the blocks that crush you which i love since i know how to make them stop
Title: Re: Nerf Ullapool
Post by: crab on April 07, 2013, 06:55:00 pm
you forgot about how you can also skip the platforms at the start of mario

removing it will most likely get a huge group of people irritated.
who is this "huge group"
the people that are using it to skip traps?
Title: Re: Nerf Ullapool
Post by: VoiDeD on April 07, 2013, 07:03:04 pm
Skipping traps is the intended purpose of the caber (ideally it should only allow you to skip one trap), and why we have no plans to remove it. Unfortunately I can't think of an easy way to make the caber to less push force, so I'll instead be checking these specific cases and placing zones as needed.
Title: Re: Nerf Ullapool
Post by: Shadow wolf on April 07, 2013, 07:05:40 pm
I like the caber and how it can help the demo but now people are using it the wrong way and they skip 1 to 4 traps with it. How about we dont nerf it and add a hight limmit so you dont glitch out the demo is slow and needs alittle speed
Title: Re: Nerf Ullapool
Post by: Luvedragon on April 07, 2013, 07:11:05 pm
Someone let me know of two exploits with the caber. There's an area on Hereafter that Demos can caber out of the map. It's the Merasmus, has a hole that leads out of the map. Picture (http://steamcommunity.com/sharedfiles/filedetails/?id=137637949)

And an area that allows Demos to get into the Hale area on Horrors. Right next to the swing trap. Picture (http://steamcommunity.com/sharedfiles/filedetails/?id=137637961)
Title: Re: Nerf Ullapool
Post by: crab on April 07, 2013, 07:21:01 pm
Unfortunately I can't think of an easy way to make the caber to less push force, so I'll instead be checking these specific cases and placing zones as needed.
is it possible to add ceilings, like in forest, that would kill you after going too high?
Title: Re: Nerf Ullapool
Post by: VoiDeD on April 07, 2013, 07:38:36 pm
I've patched all the areas reported in this thread, except for:
Example two is on Factory, demo can ullapool by the sentries and safely jump all the way across them to get to the other side and win, avoiding all 3 of the sentries.
I'm unable to find a way a demoman can get past the sentries as they'll often aim up and shoot at anyone in the air near them.

Also, feel free to report more trouble areas.

is it possible to add ceilings, like in forest, that would kill you after going too high?
That's what the zones can be (and often are) configured to do.
Title: Re: Nerf Ullapool
Post by: crab on April 07, 2013, 08:58:13 pm
I'm unable to find a way a demoman can get past the sentries as they'll often aim up and shoot at anyone in the air near them.
it's possible if you can time it right
just wait for the sentry to turn farthest from you and jump behind it
Title: Re: Nerf Ullapool
Post by: Ultras on April 07, 2013, 09:33:09 pm
For an example. When you played a map slay, Demos use the Ullapool and hop into the tree. The vagineer (whos kills you if you stay too long) will pass you but DOESNT kill you. Another example is cocainum (one of my favorite maps). During the disappearing platforms, Demos uses the Ullapool to skip the disappearing platforms. Unlike the flare gun, the Ullapool explodes more, which can jump higher than the flare gun. On dust, there are MULTIPLE traps that Demos can Ullapool. Or when Demos can Ullapool at Horrors on the first trap when it was tripped. I do not like the Ullapool. Please NERF IT!

Title: Re: Nerf Ullapool
Post by: VoiDeD on April 07, 2013, 11:15:00 pm
For an example. When you played a map slay, Demos use the Ullapool and hop into the tree. The vagineer (whos kills you if you stay too long) will pass you but DOESNT kill you.
A tree on slay? I don't remember any trees...

Another example is cocainum (one of my favorite maps). During the disappearing platforms, Demos uses the Ullapool to skip the disappearing platforms. Unlike the flare gun, the Ullapool explodes more, which can jump higher than the flare gun.
That sounds like expected behavior: using the caber to skip one trap. The caber is one time use while the flaregun is multiple use.

On dust, there are MULTIPLE traps that Demos can Ullapool.
Please be more specific.

Or when Demos can Ullapool at Horrors on the first trap when it was tripped. I do not like the Ullapool. Please NERF IT!
This is also an example of a valid use of the caber.
Title: Re: Nerf Ullapool
Post by: Ultras on April 08, 2013, 05:26:27 pm
A tree on slay? I don't remember any trees...

When you exit the door, there's a tree on top few miles away. Its attached by a valley.

Please be more specific.

In dust: 1. Demos can Ullapool at the "duck trap" (and so does pyros with flare gun). 2. They can Ullapool at the big explosion trap. I think thats all I can remember but I think there is more Im not really sure. I know 1 trap at the map i forgot whats the name but its where the room closes without the roof and the blue non-controllable heavies perform their "fake gun taunt".
Title: Re: Nerf Ullapool
Post by: crab on April 08, 2013, 05:47:27 pm
Slay is the one with the very narrow catwalk with a deathpit below, and the motivator (thing that comes out to kill people) is a train.
Title: Re: Nerf Ullapool
Post by: Ultras on April 08, 2013, 05:53:27 pm
Slay is the one with the very narrow catwalk with a deathpit below, and the motivator (thing that comes out to kill people) is a train.
                                                                                                                                                                                            Now I forgot what map.... :(
Title: Re: Nerf Ullapool
Post by: VoiDeD on April 09, 2013, 06:46:40 pm
In dust: 1. Demos can Ullapool at the "duck trap" (and so does pyros with flare gun). 2. They can Ullapool at the big explosion trap. I think thats all I can remember but I think there is more Im not really sure. I know 1 trap at the map i forgot whats the name but its where the room closes without the roof and the blue non-controllable heavies perform their "fake gun taunt".

You'll have to excuse me as I'm not familiar with what the "duck trap" is, but the rest of these issues sound like they're by design (using the caber to bypass one trap). I'm more interested in knowing areas where demomen can bypass multiple traps, or get outside of the map.
Title: Re: Nerf Ullapool
Post by: BoBoBo-Bo Bo-BoBoBo on April 09, 2013, 07:40:33 pm
voidy on the castle map you can skip the moving up and down thingys and jump on the pole to skip the next one
Title: Re: Nerf Ullapool
Post by: Punishment_Fatal on April 09, 2013, 08:44:01 pm
You'll have to excuse me as I'm not familiar with what the "duck trap" is, but the rest of these issues sound like they're by design (using the caber to bypass one trap). I'm more interested in knowing areas where demomen can bypass multiple traps, or get outside of the map.
The "duck trap" is when the Link statues that spawn when using the Elegy of Emptiness appear and a sound bit plays saying "How about a duck, for luck?". The ceiling isn't specifically covered so Demoman can caber over it. It's in between the Friday trap and the Windows 98 trap.
Title: Re: Nerf Ullapool
Post by: BoBoBo-Bo Bo-BoBoBo on April 09, 2013, 08:58:33 pm
The "duck trap" is when the Link statues that spawn when using the Elegy of Emptiness appear and a sound bit plays saying "How about a duck, for luck?". The ceiling isn't specifically covered so Demoman can caber over it. It's in between the Friday trap and the Windows 98 trap.
ok why did no one just say link trap because i was wounding what is the duck trap
Title: Re: Nerf Ullapool
Post by: Punishment_Fatal on April 09, 2013, 09:08:11 pm
ok why did no one just say link trap because i was wounding what is the duck trap
It's because everyone knows it from its infamous soundbite.
Title: Re: Nerf Ullapool
Post by: VoiDeD on April 10, 2013, 12:08:51 am
The "duck trap" is when the Link statues that spawn when using the Elegy of Emptiness appear and a sound bit plays saying "How about a duck, for luck?". The ceiling isn't specifically covered so Demoman can caber over it. It's in between the Friday trap and the Windows 98 trap.

Okay then yea, that trap is meant to be cabered over. One caber, one trap.
Title: Re: Nerf Ullapool
Post by: Luvedragon on April 13, 2013, 05:21:06 pm
Demos can bug the minigame on Missing. They can use the caber to jump onto the "rope" part of the game, directly across from the minigame platform, which seems to bug it.
Title: Re: Nerf Ullapool
Post by: VoiDeD on April 14, 2013, 02:56:24 pm
Demos can bug the minigame on Missing. They can use the caber to jump onto the "rope" part of the game, directly across from the minigame platform, which seems to bug it.

How does this bug itself? I'm unable to reproduce it by jumping into the minigame, as that doesn't seem to do anything, or by jumping while inside the minigame, as that simply ends the round.
Title: Re: Nerf Ullapool
Post by: Teddy on April 14, 2013, 03:19:54 pm
How does this bug itself? I'm unable to reproduce it by jumping into the minigame, as that doesn't seem to do anything, or by jumping while inside the minigame, as that simply ends the round.

Sometimes when they touch the left side of the minigame's wall suddenly the thing you need to jump from is gone and makes it stuck or sometimes demo just jumps with you and makes a purpose lose.
Title: Re: Nerf Ullapool
Post by: VoiDeD on April 14, 2013, 03:30:53 pm
Sometimes when they touch the left side of the minigame's wall suddenly the thing you need to jump from is gone and makes it stuck or sometimes demo just jumps with you and makes a purpose lose.

Do you happen to know the exact steps required to reproduce that? Like exactly the place you have to jump or touch?
Title: Re: Nerf Ullapool
Post by: Wizzy on April 14, 2013, 03:46:58 pm
1. Ullapool the ground by the slightly heart shaped arch before the spinning trap at the corner.
2. Jump in before to break the minigame, jump in as the minigame is going to force a loss.
Title: Re: Nerf Ullapool
Post by: VoiDeD on April 14, 2013, 04:05:26 pm
Alright, I placed a zone on top of the minigame to prevent anyone from jumping in. This should catch all cases.

Keep the map bug reports coming!
Title: Re: Nerf Ullapool
Post by: Teddy on April 14, 2013, 04:11:18 pm
Forest map, don't you think skybox is a little bit too much low, I can't even flaregun with a pyro, only on the bridge but It's hard as hell because I have to crouch in mid air to jump it lower, also penis is avoidable, once the bridge trap is gone and a sign appears on the right side demos can caber there and actually wait for penis to go but It happens only if people don't get the logs and die even before.
Title: Re: Nerf Ullapool
Post by: VoiDeD on April 14, 2013, 04:19:55 pm
Forest map, don't you think skybox is a little bit too much low, I can't even flaregun with a pyro, only on the bridge but It's hard as hell because I have to crouch in mid air to jump it lower,
That was the map maker's choice.

also penis is avoidable, once the bridge trap is gone and a sign appears on the right side demos can caber there and actually wait for penis to go but It happens only if people don't get the logs and die even before.
Fixed, thanks!
Title: Re: Nerf Ullapool
Post by: Teddy on April 15, 2013, 04:09:27 am
So yeah I kinda forgot about another map exploit,
Hale can actually get out of his place using the penis in vsh_dr_forest,
Using his "Ballsack" somehow jumping on it or something and it pushs you outside
Title: Re: Nerf Ullapool
Post by: Wizzy on April 20, 2013, 02:48:27 am
Castle: the building with the holes in the roof, can be used be ullapool demos to skip the following traps, such as at spawn where demos can jump on the block and then jump all the way past the spikes, and the following building where they can walk on the falling roof and jump on top of the fans that blow you down. They can also jump up on the third one to break the smashing blocks, so they will no longer move up or down. If they get stuck in the down position, it makes them unpassable unless you have the patience to walk on the ledge and not fall off.

Cocainum: There are lots of invisible walls that demos can ullapool on and run around, allowing them to skip platforming and guessing traps.
Title: Re: Nerf Ullapool
Post by: VoiDeD on April 20, 2013, 05:16:20 pm
Castle: the building with the holes in the roof, can be used be ullapool demos to skip the following traps, such as at spawn where demos can jump on the block and then jump all the way past the spikes, and the following building where they can walk on the falling roof and jump on top of the fans that blow you down. They can also jump up on the third one to break the smashing blocks, so they will no longer move up or down. If they get stuck in the down position, it makes them unpassable unless you have the patience to walk on the ledge and not fall off.
I've fixed these except for the first building, as I can't see how a demoman could jump from the block to past the spikes, since the gap is pretty huge.

Cocainum: There are lots of invisible walls that demos can ullapool on and run around, allowing them to skip platforming and guessing traps.
Can you give specific examples of where these walls can be used to skip multiple traps?
Title: Re: Nerf Ullapool
Post by: Teddy on April 21, 2013, 06:16:17 am
People can redo traps in Minecraft_b10
Title: Re: Nerf Ullapool
Post by: Knucklejoe on April 21, 2013, 02:50:46 pm
People can redo traps in Minecraft_b10
Depending on which ones you are talking about, that was probably intentional. Which ones?
Title: Re: Nerf Ullapool
Post by: Teddy on April 22, 2013, 06:19:48 am
Start Traps and Lava Area traps (not sure about nether)