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Topics - Baysick

Pages: [1] 2
1
Deathrun Hell / Quit giving Conga free runs!
« on: August 24, 2014, 06:09:40 am »
That taunt is cancer... Hell I'd even like it if we went back to free walks... Those were so much faster. The taunt in general promotes people to waist time.

2
Off Topic / Why is this place so boring?
« on: May 30, 2014, 09:32:33 pm »
The forums I mean... Where is everybody >_>

It's not as active as it used to be :l

3
Deathrun Hell / I leave for one month and this happens...
« on: May 18, 2014, 01:19:25 am »
Guys please... You play on the server... You play on it often... Why not do something about it? (instead of complaining... Which I get ALOT)

Map name- vsh_dr_ironworks_beta

http://steamcommunity.com/sharedfiles/filedetails/?id=261007230
http://steamcommunity.com/sharedfiles/filedetails/?id=261007245

Description- collision bug
Yeah the green door at the very end sometimes pushes players down into the ground... Or should I say into the square below the door.

Consideration- Low

Suggestion(s)- Just zone the area right below the door if you can't find a way around this. At the very least you can prevent players from taking up the rest of the round for player who don't know how to kill themselves (in-game of course).

________________________________________________________________________________________________________________________________________________

Map name- vsh_dr_ironworks_beta

http://steamcommunity.com/sharedfiles/filedetails/?id=261007253
http://steamcommunity.com/sharedfiles/filedetails/?id=261007269
http://steamcommunity.com/sharedfiles/filedetails/?id=261007279

Description- player exploit/map bug
This is the third trap in the map. A fair amount of players will attempt to stand on where the gate went down after the Hale has activated the trap... When the trap is over the gate that is under the player will become stuck on one side... Blocking the people on the other side of the map from advancing through the map the entire round.

Consideration- Very high

Suggestion(s)- (none)

________________________________________________________________________________________________________________________________________________

Map name- vsh_dr_ironworks_beta

http://steamcommunity.com/sharedfiles/filedetails/?id=261007291
http://steamcommunity.com/sharedfiles/filedetails/?id=261007305

I'm not sure if this is intentional or not. The screen shots here are proof that you do not take damage with a G.R.U... I have thrown my Sandvich on the ground. Note the amount of time that passes by and that my Sandvich is regenerating AND the players spectating me are the same people.

________________________________________________________________________________________________________________________________________________

Map name- vsh_dr_ironworks_beta

http://steamcommunity.com/sharedfiles/filedetails/?id=261007324
http://steamcommunity.com/sharedfiles/filedetails/?id=261007346
http://steamcommunity.com/sharedfiles/filedetails/?id=261007364
http://steamcommunity.com/sharedfiles/filedetails/?id=261007387

Description- Map bug
It seems to be caused by players although much more unintentional then that of the third trap in the map (take note of the soldier rag doll at the beginning of the third trap of the map in each screenshot for further proof). These here are separate screen shots showing you that the trap is stuck. This prevents players from advancing through the rest of the map for the entire round.

I also understand that this issue was address here. I am not entirely sure if the issue is fixed or not. (testing required)

Consideration- Moderate

Suggestion(s)- (none)

________________________________________________________________________________________________________________________________________________

Map name- vsh_dr_dev_v2

http://steamcommunity.com/sharedfiles/filedetails/?id=261007404
http://steamcommunity.com/sharedfiles/filedetails/?id=261007429
http://steamcommunity.com/sharedfiles/filedetails/?id=261007452

Description- DAFUQ (spawn glitch)
Not that it happens very often but it happens. I have taken screenshots of players who have unintentionally spawned inside of the area Hale is in. I just thought I should raise awareness that this happens.

Consideration- none

4
Off Topic / Best signature
« on: February 16, 2014, 10:41:29 pm »
Lunacy has best signature 2014



Also I like your O.C. Lunacy

Poot stwepid signatures hair gais

5
Deathrun Hell / Preference to vsh_dr_trollrun_final1
« on: February 03, 2014, 06:33:18 pm »
Poll rules
- No time limit to this poll.
- You may change your vote.
- Results are shown too all
- One vote per person.

I just really want the older one back... That and I want to know what everyone thinks about it. Could we at least get the old trollrun in rotation (just like the two versions of Mario) because of the drastic changes?

6
Deathrun Hell / Deathrun
« on: February 01, 2014, 03:58:28 pm »
Are you brand new to deathrun? Do you want to know what it is about? This post here is to help inform new and experienced deathrunners alike. (This guide is specifically for Team Fortress 2)

What is it?
In general deathrun is a game mode featuring the Saxton Hale mode but with a twist. One player spawns on BLU team as Hale and everyone else spawns on RED team. Hale is placed on one side of the map and is given buttons used to trigger traps that can kill anyone on RED team. The RED team is spawn on the other side of the map (generally parallel to Hale) and their objective is to avoid those traps and reach the end of the map alive. If all players on RED team die then Hale wins.

Maps
Maps are not your regular Team Fortress 2 capture point maps. These maps are generally more narrow and very linear. The area where you spawn will kill you if you stay in it for too long. Traps are placed all over the map.

Most maps separate the Hale and the RED team by a one way glass (or one way wall) where the Hale can see the RED team and RED team is blind of the Hales position. Some maps allow you to see Hale as in a two way glass. RED and BLU teams are always separated by a barrier of some sort. All maps allow the Hale too see the RED team.

Deathrunners must complete the map under a certain amount of time.

Afk slayer- You will be slayed under a certain amount of time for not moving out of the spawn room/area in under a certain amount of time (Time varies by map).

Timer- RED team is given a fixed amount of time to complete the map (Which also varies by map) at the start of every round. Timers are used to prevent players who leave the spawn and become afk or to prevent players from holding up the round. If RED team runs out of time then BLU team wins.

Motivator- Some maps will have a motivator instead of a timer (Some may have both). Motivators in general is a wall that progressed from the RED teams spawn after a certain amount of time after a round has started and will progress through the map. A player who come in contact with a motivator is killed. Motivators move at a fixed speed (according to the map), will not kill Hale, and come in various forms such as moving walls with pictures or a moving model.

Class default running speeds
[slowest]
Heavy- 77%
Soldier- 80%
Demoman- 93%
Pyro- 100%
Engineer- 100%
Sniper- 100%
Spy- 100%
Medic- 107%
Scout- 133%
[fastest]

It is important to know about class speeds are to understand how easy it is for you to lets say jump a gap or navigate a platforming area. Keep in mind that scout is not the fastest class within Saxton Hale servers as his speed has been reduced to around 100%.

Saxton Hale Deathrun features and rules
-First of all player collision (commonly referred to as "pushing") is enabled on the server. This is a feature of Saxton Hell severs and there are no rules against it so please don't complain about it.

-Saxton Hell restricts weapons such as an medi-guns, shields, stickybomb launchers, and rocket launchers.

Saxton Hell enables perks
Scout- One time use of Bonk! Atomic Punch used to survive specific traps
Soldier- Allowed to use The Disciplinary Action (yes the whip) to aid teammates by giving them a speed boost
Pyro- Use of The Flare Gun used to "flare jump" over traps
Demoman- Allowed use of The Ullapool Caber to "Caber" over traps or navigate large gaps
Heavy- Allowed use of the Gloves of Running Urgently to jump slightly higher/further and move somewhat faster
Engineer- Absolutely nothing
Medic- Even though he is restricted from medi-guns he is allowed a Crusader's Crossbow to heal teammates
Sniper- No known restrictions or perks
Spy- A one time use of The Dead Ringer used to take significantly reduced damage from certain traps.

*hint*- On Saxton Hell deathrun servers the scout's speed is decreased to 100% and there can only be 10 scouts at maximum on the RED team. He also cannot double jump.

-Spamming say sounds is not against the rules.

- Overuse of a microphone is a bannable offence. Although it may be annoying to some of you you... Young players using their microphones is allowed. Administration will not ban a player using a microphone unless they are microphone spamming. They are allowed to talk just like the rest of us.

- Destroying platforms after you have crossed them is a bannable offence called "Platforming Grieving" (commonly reffered to as "Platform trolling")

Deathrun Hell #1- 69.162.110.91:27015
Deathrun Hell #2- 69.162.110.91:27022

When playing the servers you may type !rules to view more on Saxton Hell server rules. Here is what should show up.
Deathrun rules
- Don't exploit map features. This includes getting behind map 'motivators'. Our automated detection system will punish you by slaying you.
- Don't grief other players by standing on small platforms and not allowing them to pass.

Global rules
- Hacking will earn you a permanent ban.
- Don't be a douchebag. If you're making other players unhappy, don't be surprised if an admin steps in.
- Don't spam chat or with your mic.

Mini-games/Bonuses
Some maps have extra/alternative endings. Maps with mini-games have more then one doors/exits at the end that the RED team may choose.

One common and popular minigame is called B hop (bunny hop). Both teams must jump to the end (or middle) of the map to win. Platforms are in the area to jump across a gap to get to the end. If you don't jump on the platform or fail to jump before the platform collapses then don't worry. You won't die but must start over.

- Fight allows the RED team to race against the Hale. Think deathrun without traps.

- Humiliations

- 50/50





I will add more too it when I feel like it... Feel free to tell me whatever you think should be changed and placed in this guide. I know it's not a perfect guide (yet) so don't get pissy with me.

7
Deathrun Hell / vsh_dr_area_51_b1
« on: January 24, 2014, 07:20:53 pm »
Would you stop whining and just make a poll about it? At least be mature about it. >_>

Poll
- This will run for two weeks. (started on 1/24/2014 and ends on 2/7/2014)
- Users are not allowed to change their votes.
- You will see the votes after you have voted.
- One vote per person.

Lets see how many people really do care about this situation... Or is it just 14Grunt and Nurse Pinkamena. Me and Punishment Fatal really don't care but I would rather have the general public happy.

#Democracy

I would tell you guys to use the !maprate command but ratings are effected by random people who join the servers for a few days and never come back... Becoming stale over time as peoples opinions do change.

Weather the votes are in favor of removal or change it comes all down to administration to make the final decision. I only wish to see how my fellow deathrunners feel about this map.

8
Deathrun Hell / Bug and suggestion- vsh_dr_goldfever_b2
« on: January 09, 2014, 07:07:11 pm »
http://steamcommunity.com/sharedfiles/filedetails/?id=214688524
http://steamcommunity.com/sharedfiles/filedetails/?id=214688479

Description- Map bug
Broken after the map was updated...This trap will no longer kill anyone.

I also suggest you put a no attack zone in the B-Hop minigame for this map as Hale can in fact kill R.E.D. team and R.E.D. team can kill Hale.

9
Deathrun Hell / Few bugs and some suggestions
« on: January 05, 2014, 02:55:55 am »
This may be the last of the actual glitches to report. Large amount of uncommon ones are starting to appear.

About one third of my life resides living in the virtual exstacy called Deathrun Hell #1. I love the fact that I can take a bunch of crap and have other people deal with it. I can't ever forget the head admin's first words to me.

My position in Saxton Hell is "Director of Fixing That Shit", so please report anything and everything that's broken.


Okay Director of Fixing Shit... Here is some more stuff that happens.




Map name- vsh_dr_xtremeway_tank

http://steamcommunity.com/sharedfiles/filedetails/?id=209995530
http://steamcommunity.com/sharedfiles/filedetails/?id=209995559

Description- Map bug
The trap never kills anyone.

Consideration- low

_______________________________________________________________________________________________________________________________________________________________________

Map name- vsh_dr_gaytower_v2_fixed

http://steamcommunity.com/sharedfiles/filedetails/?id=212225536
http://steamcommunity.com/sharedfiles/filedetails/?id=212225554
http://steamcommunity.com/sharedfiles/filedetails/?id=212225581

Description- uncommon map bug
The platform here is supposed to come back after a few seconds. The change in lava between these screenshot show that it did not to that. This has happened several times now.

Consideration- Moderate
_______________________________________________________________________________________________________________________________________________________________________

Map name- vsh_dr_winterhill_beta2

http://steamcommunity.com/sharedfiles/filedetails/?id=212781694
http://steamcommunity.com/sharedfiles/filedetails/?id=212781718

Description- Rare bug
Take note of the position I am standing in. I was able to successfully capture a screenshot on opposite sides of that glass trap. This also happened only once.

Consideration- none

The Justin Bieber trap in vsh_dr_trollrun_final also got stuck. This prevented the R.E.D. teams advance. I was not however able to get a screenshot of the event but I think you can take my word for it.

( I just thought you should get a heads up on bugs like these. There occurrence is rare but multiple maps have traps that prevent the whole R.E.D. team from advancing. )
_______________________________________________________________________________________________________________________________________________________________________






Now onto related notes/suggestions regarding the server I live on.

I see Windy has reported the problem with vsh_dr_smexytraps_v2. Thats already done so I just wanted to thank him for that... The only admin iv ever seen play the DR server more then 3 times under a weeks period (More fun then hiding in an I.R.C.). Now regarding the specific fix I would like to ask if you can enable certain weapons ... Please allow the use of specific weapons such as the G.R.U. and Caber. This goes for all maps regarding an all weapons restriction to melee. 

I would like to ask that you allow the use of a Festive Gloves of Running Urgently. The server forces you to use a default G.R.U... Related to this I think admins should look into other re-textured versions of weapons they can enable. I bet the pyro's flare gun is forced to use a default one  instead of a Festive Flare Gun. If this bug no longer exists please ignore this note.

You should have something that shows how fast you are going in Deathrun. I remember playing on this one Deathrun server were it says in white text the speed at how fast you are running (similar to when you enter third person as a spy and enable a Dead Ringer).

Extend the donator trial to five days instead of one. Why?... Well the reason for this suggestion is the fact that when I did the donator trail a while back I didn't feel like I got much entertainment out of it. The average player (At least to my perspective of the deathrun server) plays between 1 to 3 hours on a server (generally more if players "hop" between Saxton hell servers). I was also unable to test certain perks on other servers given that I played nearly 4 hours on just DR (and we players have lives). You should also reset the trail for people who have not tried out the Killstreak effects ( Like me =.= ). Besides isn't the full trial like 30 days? 5 days will still only be 1/6 of the full deal and given the fact it is a one time use I say its worth it.

ᴮᵃᵈᵃˢˢ ᴳʳᵃᶰᵈᵖᵃ ᶦˢ ᵃ ᵈᶦᶰᵍᵘˢ

10
Deathrun Hell / Yup... More bugs and exploits
« on: December 11, 2013, 10:19:42 pm »
Ahh... Another set of server train wreaks. No I will not stop making these as long as I (pretty much) live on Deathrun #1. Glad to see that there where posts like mine before this post bringing up some problems with the server. Anyways here is your early Christmas present √oidy. (If you don't celebrate Christmas then feel free to ignore that last sentence)

Map name- vsh_dr_may_fixed3

http://steamcommunity.com/sharedfiles/filedetails/?id=186124920
http://steamcommunity.com/sharedfiles/filedetails/?id=186124936

Description- map exploit
This one is hard to prove unless I had video instead of pictures. Now what is going on in those screenshots is that the car is being manipulated (activated) at random times. The thing i'm unsure about is weather the hale is able to activate it multiple times (which I very highly doubt) or ghosts are jumping on the car and activating the trap that way. It happened several times before so I thought I brought it up.

Consideration- Moderate

Suggestion(s)- Well several things... You could disable either disable the trap, disable ghosting, or place a no collision zone there and see if that does anything.
_______________________________________________________________________________________________________________________________________________________________________

Map name- vsh_dr_castle_v2

http://steamcommunity.com/sharedfiles/filedetails/?id=186783600
http://steamcommunity.com/sharedfiles/filedetails/?id=186783616
http://steamcommunity.com/sharedfiles/filedetails/?id=186783634

Description- Map exploit
So why am I floating?... Noclip likes a baws (<--no) (yes-->) There is a non-textured wall there and its placed for a reason. The wall does do its job but the downside is that people have used it to unfairly avoid the elevator trap (I'm staring at in the second screenshot). The elevator (yes that big stone platform at the bottom of the second screenshot for those who don't know) goes up and down to carry players who traverse the three long thin ass stone platforms to the barrels on the other side of a large gap. The reason I explained that if you jump on the elevator to late the elevator will lower to the bottom of the map and kill you. Hale can also activate a trap that switches the direction of the elevator. The invisible wall can be used to avoid this trap.

Consideration- Low

Suggestion(s)- Zone it if possible. I think you should zone the area between the pillars and the wall instead of on top the wall so players don't hit the zone when riding the elevator.
_______________________________________________________________________________________________________________________________________________________________________

Map name- vsh_dr_minecraft_b10

http://steamcommunity.com/sharedfiles/filedetails/?id=187381182

Description- Map bug
That trap the pyro was supposed to be killed in never kills anyone. Nuff said.

Consideration- low

Suggestions- Fix it :D
_______________________________________________________________________________________________________________________________________________________________________

Map names: vsh_dr_smexytraps_v2 and vsh_dr_safety_first_final

http://steamcommunity.com/sharedfiles/filedetails/?id=196098426

http://steamcommunity.com/sharedfiles/filedetails/?id=203099164
http://steamcommunity.com/sharedfiles/filedetails/?id=203099177

Description- Player taunt exploit
I wouldn't worry to much about Smexytraps but moreso Saftey first. I don't think I need to tell you any more then the fact that players are using high five taunts to block their own team around narrow parts of the map.

Consideration- Low

Suggestion(s)- Either disable taunting or place non-collision zones
_______________________________________________________________________________________________________________________________________________________________________

Map name- vsh_dr_universe_v4

http://steamcommunity.com/sharedfiles/filedetails/?id=201144249

Description- Rare glitch
The second trap on the ceiling in this area got stuck. It moved after about a minute and it only happened once so there is nothing to worry about.

Consideration- None

_______________________________________________________________________________________________________________________________________________________________________

Map name- vsh_dr_horrors

http://steamcommunity.com/sharedfiles/filedetails/?id=202292851

Description- Rare glitch
Spike trap gone. Happened the day before this post.

Consideration- None

_______________________________________________________________________________________________________________________________________________________________________
I couldn't believe this one. Remember when it was fixed?

Map name- vsh_dr_slay_b5

http://steamcommunity.com/sharedfiles/filedetails/?id=202292868
http://steamcommunity.com/sharedfiles/filedetails/?id=202292887

Description- Weapon exploit
Remember when people would go into that trap with a chocolate bar and eat chocolate continuously to survive this trap and the motivator? Well the loophole to this is a freaking fish cake >_>

Consideration- High

Suggestion(s)- Use the same solution last time to the Fishcake



ᴳᵒᵈ ᵐʸ ᵍᶫᶦᵗᶜʰ/ᵉˣᵖᶫᵒᶦᵗ ᶠᵒʳᵐᵃᵗ ᶫᵒᵒᵏˢ ˢᵒ ˢᵉˣʸ

I tell you men every time I see something like this stuff im like


11
Deathrun Hell / Please remove vsh_dr_hell_b6 from the map rotation
« on: October 19, 2013, 08:27:17 pm »
Poll overview
>You may only vote once.
>Voters are allowed to change their vote at any time.
>Results will not be shown until the poll has expired.
>The poll is available for only five days and runs from 10/19/2013 to 10/24/2013

Map Overview

I would post under "Saxton Hell » Server Discussion » Deathrun Hell #1 & #2 » Map Rotation / Map Suggestions" to say why I would remove the map from rotation but I would rather have the general public take a vote and see what they think then to have my opinion dictate the removal.

So why is it that I want this map removed from rotation? Well the map has a very bright color hue of pure red. This I believe is intentional as it fits the theme of the map. Although I do get players every here and there who find that their eyes become strained trying to play the map.
http://steamcommunity.com/sharedfiles/filedetails/?id=185896563

The flickering effects in the tunnel here may also be a related problem.
http://steamcommunity.com/sharedfiles/filedetails/?id=185896601

Another reason is that the traps are extraneously big and the map (for the first large portion of it) is very wide open so the traps are fairly hard to avoid strategically. Poor map making in my opinion.
http://steamcommunity.com/sharedfiles/filedetails/?id=185896578

The alternate ended (Instead of instant win) sometime may not work and red team is forced to lose the round. I'd rather have the map removed then to have that fixed as its not much of a humiliation.

vsh_dr_hell_b6 is of the top five worst ratings with a rating of only 2.88 (current as of 10/19/2013)
http://stats.saxtonhell.com/Maps/View?type=dr&page=1

Other

A map similar to vsh_dr_hell_b6 is vsh_dr_tonnel_v2. Like Hell, Tonnel is a wide open map and the lighting is low but is not restricted to one very bright red color or any flickering effects that is harmful to certain peoples eyes. The map rating is also averaged at 3.04 for tonnel so it is only a little better then Hell.(Use this information if you wish to remove Tonnel along with Hell)

So why did I choose vsh_dr_hell_b6 specifically and not vsh_dr_badwater_fix? Well the average person who is not a regular of the Saxton Hell Deathrun #1 tends to vote a map based off of difficulty and not map design. Badwater has a moderate size with good lighting. (I thought Badwater is a bad map but after understanding deathrun maps a bit more I understand that is is only a difficult map and not a bad one. This could be the map for players who want a challenge from time to time.) Most players do not know of the !maprate command to change there opinions after getting to know the map more.

Other- How should you rate a map? Here is what I think of before I make a rating.
>Does it have a theme? {optional}
>Any bugs/glitches or exploits?
>Map layout (size and players ability to maneuver traps)
>Any miscellaneous options? (Map endings such as humiliation or minigames){optional}
>Traps (How they work and what exactly kills you)
>Unique features (rush doors on vsh_dr_office_v2){optional}

Never judge a map based on difficulty.

Have a counter suggestion? Post here and tell me why you think the map should stay! Do you also think the map should be removed? Help support my reasoning!

12
Deathrun Hell / Map exploit- vsh_dr_death-slope_v1_fix_s
« on: October 12, 2013, 09:57:34 pm »
Notes for administrators- I took an extraneous number of pictures to make sure that this exploit is fixed correctly the first time around and to ensure that you administrators are not confused I numbered the screenshots to aid my explanation of this problem.

Map name- vsh_dr_death-slope_v1_fix_s
(Keep in mind I numbered the screenshots and rearranged the order in which I took them to show the order of process the exploit is used)
1. http://steamcommunity.com/sharedfiles/filedetails/?id=185540312
2. http://steamcommunity.com/sharedfiles/filedetails/?id=185278337
3. http://steamcommunity.com/sharedfiles/filedetails/?id=185540339
4. http://steamcommunity.com/sharedfiles/filedetails/?id=185278343
5. http://steamcommunity.com/sharedfiles/filedetails/?id=185278271
6. http://steamcommunity.com/sharedfiles/filedetails/?id=185278306
7. http://steamcommunity.com/sharedfiles/filedetails/?id=185278354
8. http://steamcommunity.com/sharedfiles/filedetails/?id=185278235
9. http://steamcommunity.com/sharedfiles/filedetails/?id=185278289
10. http://steamcommunity.com/sharedfiles/filedetails/?id=185278217
11. http://steamcommunity.com/sharedfiles/filedetails/?id=185540360
12. http://steamcommunity.com/sharedfiles/filedetails/?id=185540376
13. http://steamcommunity.com/sharedfiles/filedetails/?id=185540387

Description- As shown in the first four screenshots the pyro uses the top of the ninth trap to jump on to the arm of the elevator platform. On the ninth and tenth screenshots the pyro jumps from the elevator to the platform as they move past each other. Pyros can flare jump, heavies can use a G.R.U., and demos can caber onto the ninth trap and easily jump the gap between the elevator and the platform. This allows the red team to avoid automatic lazer traps, the empty door frames that players must do math to get past, the ninth trap, and generally catches the average Saxton Hale off guard making it the perfect "rusher" steroid.
Consideration- Moderate/high
Suggestion(s)-
I was going to tell administrators  to zone the top of the ninth trap but I can see loopholes in these exploits. As you can see in the eleventh and twelfth trap the heavy can jump to the elevator as it moves away. This is another way to use the exploit but is much more risky as the elevator is moving.

The best solution I see to this is to zone the area between the elevator and the platform (the area that the ghost is looking at in the thirteenth screenshot). It may also be of your best interest to zone the top of the ninth trap (shown in screenshots 1 and 2 so players don't avoid the ninth trap unfairly).

13
Deathrun Hell / Map exploit
« on: September 23, 2013, 12:28:21 am »
Remember when I said I was going to stop posting large groups of bugs and report any major concerning ones I find one (or maybe even a few at a time)? Of course you didn't! That's what i'm here for.

Map name- vsh_dr_prison_escape_v7
http://steamcommunity.com/sharedfiles/filedetails/?id=178971612
http://steamcommunity.com/sharedfiles/filedetails/?id=178971634
http://steamcommunity.com/sharedfiles/filedetails/?id=178971653
Description- Player exploit
When you stand on the left side of the door you can jam the door from opening for an infinite amount of time. This will prevent the entire red team from advancing though the map. I have failed to reproduce this exploit on the right side of the door but I would try to test the exploit on both doors and on both sides of the doors just to be safe.
Consideration- Very high
Suggestion(s)- Fennekin use fire breath! (It's not very effective)

I'm surprised nobody figured this exploit out yet... Yes it was me that was holding the doors open on those pictures.

14
Off Topic / Attachments
« on: September 04, 2013, 06:46:33 pm »
There has always been this plus button for "Attachments and other options" under making a post or a response to a post but I never end up using it because I always just copy the url so for once I'm trying something new. The attachment is this http://media.tumblr.com/tumblr_li7laq0BRL1qafrh6.gif but if it didn't show up then someone please tell me why. (I can't tell if the picture would show up because it doesn't show when I try to preview the post preview and I also cannot tell where the picture goes) If the attachment does shows up then ignore this paragraph.

I would also like to ask how some of you get the image of your picture in your signature (besides a link). For now I'll just put the link.

Pretty much what im trying to do is have images that already show up inside this message box like it does in this tread http://forums.saxtonhell.com/index.php?topic=938.0

15
Deathrun Hell / Map bugs... Squish them! (Part 3)
« on: September 02, 2013, 02:06:06 am »
Let me post the bugs first to make crab_f happy. Most of these aren't much to consider but this more so a couple week report on random things/bugs that do happen on the server. I reformatted the bug information so any bugs I thought takes no consideration and have no suggestions againts them I just stripped out so feel free to ignore those bugs. The most important bugs are at the top and for any moderators who don't like reading I separated them with the titles Important bugs and Unimportant bugs.

Important bugs

Map names: vsh_dr_horrors and vsh_dr_divinity_vfinal
http://steamcommunity.com/sharedfiles/filedetails/?id=169930610
http://steamcommunity.com/sharedfiles/filedetails/?id=169930630
http://steamcommunity.com/sharedfiles/filedetails/?id=169930687
http://steamcommunity.com/sharedfiles/filedetails/?id=169930706
http://steamcommunity.com/sharedfiles/filedetails/?id=175046972
http://steamcommunity.com/sharedfiles/filedetails/?id=175046954
Description- This occurs randomly but often. Saxton hale can kill players inside these mini-games. Players can defend themselves (attack hale) yes but it beats the purpose of the mini-game. This glitch happens almost always on the first round or in other words- has a very high chance of occurring first round. At least that's what I have been seeing to factor the odds of the glitch happening.
Now in the last screenshot you can see that a player on the same team has killed another teammate. This happens one hundred percent of the times even out of all mini-games but happens only during the end of a round so its nothing to worry about. (I am curious though. Is this a game update, server update, or neither?)
Consideration- low (since both red and blu teams have a chance at victory)
Suggestion(s)- none

All maps
http://steamcommunity.com/sharedfiles/filedetails/?id=174377710
http://steamcommunity.com/sharedfiles/filedetails/?id=174377726
Description- Visual/sound glitch.
Now with the new update of the 3D in game H.U.D. you can now see that players who have the high-five taunt equipped they will see this soldier continuously emulating the high five animation (with sounds related to the class high-five  >:( ). This glitch WILL occur (as in 100% chance when equiped with a high five taunt with 3D H.U.D.)
Consideration- low
Suggestions(s)- (This goes for players not admins) You can disable the 3D option under advanced options in the main menu, don't equip the high five taunt, or just turn down your sound through your own computer if the animation or sounds distract you.

Map name- vsh_dr_horrors
http://steamcommunity.com/sharedfiles/filedetails/?id=175047016
http://steamcommunity.com/sharedfiles/filedetails/?id=175047058
http://steamcommunity.com/sharedfiles/filedetails/?id=175047027
http://steamcommunity.com/sharedfiles/filedetails/?id=175047041
Description- Player exploit
In the very first trap we (almost) always have people who would try to jump on to the tiny televisions on the side of the trap in order to get out (first two screenshots).
Consideration- moderate
Suggestion(s)- At first I though demos could easily caber out but I never see that happening. It's usually pyros and heavies jumping out. With that in mind I think you could just zone the top of the trap so the heavy can stand on the frames of the trap as shown in the last two screenshots.

Map name- vsh_dr_slay_b5
http://steamcommunity.com/sharedfiles/filedetails/?id=171913564
Description- Player exploit
All you need is a heavy and a chocolate bar. You can continuously eat the chocolate bar and unfortunately the heavy can regain health faster then the trap can kill you. The motivator will pass you and cannot kill you. This glitch can cause the round to continue forever.
Consideration- Very High
Suggestion(s)- Get the trap to kill players faster so I think you know what to do.


Unimportant bugs

Map name- vsh_dr_timetravel_fix
http://steamcommunity.com/sharedfiles/filedetails/?id=170217071
Description- Visual glitch. Two other traps on the same map had very bad visual glitches but it only occurred one round. Also no i could not move past that broken gate as the physical wall was still there.

Map name- vsh_dr_horrors
http://steamcommunity.com/sharedfiles/filedetails/?id=175046995
http://steamcommunity.com/sharedfiles/filedetails/?id=175047041
Description- The other side of the cage trap. Yeah it doesn't prevent the red team from advancing. The only thing it prevents are any players who get caught within the trap from dying.

Map name- vsh_dr_darkwoods_b1
http://steamcommunity.com/sharedfiles/filedetails/?id=168262565
http://steamcommunity.com/sharedfiles/filedetails/?id=168262576
http://steamcommunity.com/sharedfiles/filedetails/?id=168262586
Description- So These first three traps are kinda weird. On the very first platform there would be a person who would go into a high-five stance and causing the first platform to get stuck. People who would jump onto the platform would just get flung off.
The other two platforms are a personal favorite exploit of mine. I would jump onto the second or third platform and go into a high five stance. When the hale activates the trap I would start spinning continuously. Players would also get forced off the platform. This glitch can continue indefinitely. (Sorry I don't have a screenshot for the next two platforms. I didn't think it would matter anyways because all platforms needs a display of motion for me to report it properly)
Consideration- low
Suggestion(s)- Disable taunting?

Map name- vsh_dr_tonnel_v2
http://steamcommunity.com/sharedfiles/filedetails/?id=168521788
http://steamcommunity.com/sharedfiles/filedetails/?id=168521770
Description- This happens at completely random times but its fairly uncommon. This trap normally sucks players in but sometimes it opens and never closes. During the glitch it will try to grab people and the first one or two people who enters it dies. If there is no one in the radius of the trap during the activation then it the trap will attempt to pull in the first person who runs into the trap but only making them hit the side of the wall just barley out of the trap. As you can see in the second picture I can stand directly outside the trap without it pulling me in. Yes players can enter the trap and yes they will be killed upon doing so. (information of this trap glitch may vary)

Map name- vsh_dr_aconian_final2
http://steamcommunity.com/sharedfiles/filedetails/?id=168521807
http://steamcommunity.com/sharedfiles/filedetails/?id=168521824
http://steamcommunity.com/sharedfiles/filedetails/?id=168521840
Description- Fourth trap. I was teleported to the area I was supposed to get killed in but directly outside. I was also unable to move and the motivator didn't kill me. After a long time I was the last one alive yet something killed me so I guess this isn't much to report since it only happened one time.

Map name- vsh_dr_woods_b5
http://steamcommunity.com/sharedfiles/filedetails/?id=168521871
http://steamcommunity.com/sharedfiles/filedetails/?id=168521906
http://steamcommunity.com/sharedfiles/filedetails/?id=168521924
Description- This is an area/pit right below the elevator in the beginning right after the fire trap. It turns out if you position yourself correctly right under the elevator before it starts to go down you can can become stuck. Now its very rare that people get stuck under there but it happens.
Consideration- minuscule
Suggestion(s)- I wonder if you can make it were if people enter a specific area they get transported to another area. This would help people who have no idea what a console is (to kill themselves)  get back to the map grounds. You could just zone the area if not so that the map time is preserved.

Ugh, I thought I solved this next one.

Map name- vsh_dr_winterhill_beta2
http://steamcommunity.com/sharedfiles/filedetails/?id=169615154
Description- The zone works yes but players still continue to try to exploit this area. There would be a (or several considering the early stage of the map) medic healing the player(s) that try to keep the platform from going back up. Sometimes if that ever happens the platform would stay stuck (which is pretty much the real threat) as it does in this screenshot. This is an uncommon occurance so I thought I put it under "Unimportant bugs".
Consideration- moderate
Suggestion(s)- Can't think of one. Limited ammo and flawed aiming is what keeps this less of a threat.


Other

Now there were other bugs that I could mention related to vsh_dr_safety_first_final but the map update... Voided... Them. Anyways I do have other glitches but I decided to leave them out as they where just to unimportant or not even worth mentioning.

Another problem related to the forms is that I cannot see the picture I uploaded specifically with Saxton hell. I only see the picture related to my Steam profile. I also see only Steam profile pictures for others and when I click to view that player Saxton Hell profile I see there Saxton Hell picture and not their  Steam picture. I am not sure if this is just me or if its happening with everyone. To clarify if I go to a post and look to the left under "Author" I (am supposed to) see their Steam picture and if I click on that picture I see the picture they uploaded for Saxton Hell. Either thats intentional for all players who link their Steam accounts with Saxtonhell.com, it's a bug, or it's just me. Honestly I wish I could have my Steam picture separate from my Saxton Hell picture if it is intentional which is why I brought it up. (You probably might not notice but some people have their Steam picture exactly like like their Saxton hell picture). Also why is it that players cannot see donators Steam profile picture when opening the display here.
http://steamcommunity.com/sharedfiles/filedetails/?id=168521853

Player grief has been the only other server problem. When is Luvedragon coming back I miss her  :'(

This may be my last bug report. Most of the considerable bugs have been corrected so my future posts would most likely be on map criticism as to how players respond to map rotation, traps, difficulty, rating, and other junk if I am not to lazy. I will however still report any bugs that are of a high threat to the server just not in a large package like this one.


I found this lovely picture of Voidy whenever he find a bug or a player disrespecting the rules :3
http://i.imgur.com/LASYC2c.gif
Make that your spray Voidy^

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