NOTD2 Test Map Terrain Issues

Discussion in 'NOTD 2 Bugs' started by Lord NiteShade, Mar 23, 2014.

  1. Lord NiteShade
    • Wiki Founder
    • Community Leader

    Lord NiteShade NOTD Staff: Wiki Founder/TeamSpeak Admin

    I'm surprised this doesnt exist yet. But here's a thread for pathing/terrain glitches on the NOTD2 map. So feel free to post any graphical or performance issues with the map.


    Possible pathing issue with lab bridges.
    [​IMG]

    Pathing issue with bridge doodad.
    [​IMG]

    Strange pathing issue with bridge
    [​IMG]

    Sink pathing issue
    [​IMG]
  2. Lord NiteShade
    • Wiki Founder
    • Community Leader

    Lord NiteShade NOTD Staff: Wiki Founder/TeamSpeak Admin

    Pathing issue on cafe roof. Can get up high.
    [​IMG]

    Skyscraper Pathing issue
    [​IMG]

    Can get up on this ledge
    [​IMG]

    Can clip into this gas tank
    [​IMG]

    Can climb up this ledge
    [​IMG]

    Can go up this ledge
    [​IMG]

    Can clip into this skyscraper
    [​IMG]

    Sexy bunker party
    [​IMG]

    Can clip into excavator bucket
    [​IMG]

    Junk box pathing
    [​IMG]

    Clipping into wall doodad
    [​IMG]

    Crossing gate pathing
    [​IMG]

    Crashed smaller car missing pathing
    [​IMG]

    Can stand on this junk drawer
    [​IMG]

    Can stand in this other junk box
    [​IMG]

    Can climb up this thing
    [​IMG]

    And clip into it
    [​IMG]

    Car is missing pathing
    [​IMG]

    Clipping issue on concrete wall
    [​IMG]

    Lab wall clipping
    [​IMG]
  3. Lord NiteShade
    • Wiki Founder
    • Community Leader

    Lord NiteShade NOTD Staff: Wiki Founder/TeamSpeak Admin

    Can clip into theater lights
    [​IMG]

    Skyscraper pathing again
    [​IMG]

    Can climb this building ledge
    [​IMG]

    Can clip into building piece
    [​IMG]

    Flashlight girl fits, Rifleman cant
    [​IMG]

    Pipe pathing issue
    [​IMG]

    Climbed out of map
    [​IMG]

    Can get inside this reactor
    [​IMG]

    Toilet stall clipping
    [​IMG]

    Lab arch pathing
    [​IMG]
    • Useful Useful x 1
  4. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Very, very useful. Thank you. I'll post here when I update the terrain.

    Edit: Don't post glitches that involve Blinking, by the way. Blink ignores placement requirements.
  5. Lord NiteShade
    • Wiki Founder
    • Community Leader

    Lord NiteShade NOTD Staff: Wiki Founder/TeamSpeak Admin

    These arent.

    Edit: They might however be the result of flashlight girl's incredible speed though.

    Also Jump will unleash an entirely new can of worms when that gets added.

    Third thing is we'll need to go over the map again with a fine toothed comb when commlink's models are fully integrated. The current batch are larger than the test unit, and the heavy armors are larger still. There will be spots where new-armors cant fit, despite test unit fitting fine.
  6. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Probably not. All it's going to require is a check to make sure that Jump A: has vision of the target area and B: can actually place the unit there. I designed the terrain with Jump in mind.

    The current player models are too large, and will be scaled back. But yeah, probably.
  7. ArcanePariah
    • Development Team
    • Map Developer

    ArcanePariah Miracle Worker

    Just a note, the size of a model, the scaling of a model and selection circle have NO impact on pathing. See current NOTD Demeter for an example. Pathing is solely controlled by the radius of the unit. Yes, this means I can make GOTB sized units that can path into super small areas.
  8. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Or Meno. Hell, that's listed as an ability of his.
  9. EdowardoLMP

    EdowardoLMP Well-Known Member

    So melee attacks will start from the unit's radius or the model size, given if the unit's radius < model size.
  10. Commlink
    • Development Team
    • Modeler

    Commlink Programmer/Asset Designer

    the melee animations will lean into the enemy giving the look of hitting them, but not moving from said spot.
  11. inventory is overlapping with command box, not really a terrain issue but it is with the map

    Attached Files:

  12. Commlink
    • Development Team
    • Modeler

    Commlink Programmer/Asset Designer

    yea the UI atm is in a state of constant flux and is being worked on regularly.
  13. ozzy

    ozzy Member

    the map is more like a maze
    Last edited: Oct 16, 2014

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