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Author Topic: [BUG] Archive Issues  (Read 9468 times)

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keefy

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[BUG] Archive Issues
« on: February 07, 2009, 08:34:04 pm »

A few things which I hope will improve the play of this map.
To jump directly to the co-ordinates type in the console
sv_cheats 1
setpos co-ordinates

First up this crate is bloody annoying because it looks like there is  enough room to pass through but there is not.
pos -2746.44 -490.28 64.03

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Walking along this wall you stop dead here for some reason?
pos -2099.25 -248 64.03

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Most if not all the lights that look like this are too low casuing players to get stuck on them in heat of battle.
pos -1549.69 669.75 64.03

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This bucket gets in the way big time, gets knocked about with with explosives or being shot and gets under players feet.
pos -1922 -1.5 64.03 its not exactly at this position when u spawn but is in that area.

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This table is far enough from the wall for a player to get behind and cause them to be trapped in fire fight maybe.

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I managed to get on this light by jumping on various objects

Player clipping the pipes on this pic might solve the problem?




« Last Edit: February 11, 2009, 08:45:36 am by Sean [Baron] »
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PPK

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Re: Archive improvements
« Reply #1 on: February 07, 2009, 08:53:57 pm »

These seem like nice suggestions, although I haven't played Archives yet. I understand how annoying some things can be, such as getting stuck on a light.
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killermonkey

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Re: Archive improvements
« Reply #2 on: February 07, 2009, 09:15:17 pm »

wow awesome suggestions!!!
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Jonathan [Spider]

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Re: Archive improvements
« Reply #3 on: February 07, 2009, 09:51:11 pm »

keep it up and i might have to bug wake to pull you on as another beta tester haha.
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PPK

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Re: Archive improvements
« Reply #4 on: February 07, 2009, 10:00:37 pm »

I know it is a bit off-topic (because it is not related to Archives) but I noticed that you tend to get stuck on grenades, i.e. they slow you down like as if you hit a chair or something. It is an annoyance that you might not have notice during testing, but we sure did on our last round at Temple Classic!
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Loafie, Hero of Dreams

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Re: Archive improvements
« Reply #5 on: February 07, 2009, 10:05:14 pm »

+1
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PPK

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Re: Archive improvements
« Reply #6 on: February 07, 2009, 10:21:23 pm »

+1

Care to explain? I'm really not getting... Sorry for the n00b-ness.
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Loafie, Hero of Dreams

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Re: Archive improvements
« Reply #7 on: February 07, 2009, 10:23:13 pm »

rep
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Re: Archive improvements
« Reply #8 on: February 07, 2009, 10:52:41 pm »

rep

Oh, ok. Thanks for the explanation. How silly of me.

But hey, my rep is still at 0. How come?
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Rodney 1.666

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Re: Archive improvements
« Reply #9 on: February 07, 2009, 10:54:23 pm »

Do/say something awesome.
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InvertedShadow

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Re: Archive improvements
« Reply #10 on: February 08, 2009, 04:53:35 am »

Thanks for the suggestions, I'll be working this stuff into my map.
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PPK

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Re: Archive improvements
« Reply #11 on: February 08, 2009, 10:27:37 am »

Do/say something awesome.

PPK.

There you have it. Said something awesome ;D. Now give me mah rep!








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« Last Edit: February 08, 2009, 10:29:20 am by PPK »
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mincho

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Re: Archive improvements
« Reply #12 on: February 11, 2009, 05:28:41 am »

I would like to see a separate map that is the small section of the archive map, thats just the upstairs offices and the downstairs (where you started the level in the original game)  played that map a lot.

cant remember if it had a special name or not tho...
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Sp1nn3y

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Re: Archive improvements
« Reply #13 on: February 11, 2009, 06:33:15 am »

Awesome good stuff, you beat me to it lol i was about to go to that map and find out where i was getting messed up at earlier today :D guess i'll move on to another map :-p
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