Jump to content
Jade Shadows: Share Bug Reports and Feedback Here! ×

Broken/bugged/unfinished Terrain List


TinFoilMkIV
 Share

Recommended Posts

The purpose of this thread: to gather an up to date list of faulty and/or potentially problematic terrain in the current game maps in one place.

Created a Google doc for adding info when I'm not available to update the thread.

https://drive.google...dmM&usp=sharing

*Note for any of the Warframe team, if you guys can let us know when you fix any of these and whether the fix will be in the next hotfix or other update or is in the current version that would be awesome*

**formatting

Tileset

room name/description

[room map image]

<image/video of issue>

*latest version of warframe confirmed with issue*

-notes on issue

Please feel free to add. The list will be updated as new issues are found and fixed.

*resolved issues will be kept listed for one full version to prevent being reported once fixed*

============================================================================================================

**CURRENT GAME VERSION 7.7.2**

CorpusHeader01_zpsabb9118b.png

General

http://youtu.be/UgvsAw-DnsU

*Fixed Version 7.4*

-wierd interaction between ledge climbing and the pit resets

Main Intersection Hallway

WFcorpusMainIntHallMap_zpsd976fdd1.png

*Confirmed Version 7.7.2*

-possible to instant wall jump through the ceiling of the map

short bridge/hallway room

WFcorpusHallMap_zps91ec0635.png

http://youtu.be/ujXCKSgD9rY

*Fixed Version 7.4*

-also a general problem with railings and grabable edges on pits.

-this is more of an odd map setup and player interaction than a terrain error

L Hallway

WFLhallMap02_zpsa26743ac.pngWFLhallMap_zps6e23bb42.png

http://youtu.be/n39jDlf-7Hw

*Fixed Version 7.4*

-wallruns do not function outside of the mid section wall, despite using the same wall texture/model.

-upper hallway section is understandable due to being curved into the ceiling, lower parts just seem really odd.

-wall run is cancelled immediately upon reaching the sections that are non-runnable.

Defense Intro Room

WFDefIntoRoomMap_zps1f2163d8.png

http://youtu.be/nSXw-kS9I4w

http://youtu.be/ItC4Fa8-wrM

*back wall alcove

http://youtu.be/79A6ppAqPEE

*door alcove

http://youtu.be/P4pNhemMFiY

*Fixed Version 7.4*

-the alcoves across the top of the room are missing collision meshes once inside of them.

-players can fall through the level once inside the walls.

Divided 2 Part Room

WFcorpus2PartRoomMap_zpscc040f3d.png

http://youtu.be/xq4BU5jeq74

*Fixed Version 7.4*

-alcoves missing collision meshes, same as above

-able to move through walls once inside

Divided 3 Part Room

WFcorpus3PartMap_zpscde4ddff.png

http://youtu.be/5B66ULwDW1w

*Confirmed Version 7.4*

-tracks along the cieling run straight into solid walls

Straight Staircase Hallway

WFstraighthallMap_zps0186f7b0.png

http://youtu.be/Q8gURvAOQcM

*Fixed Version 7.4*

-clearly flat open walls that you are unable to wallrun on

Dead End Storage Pit

WFcorpusStoragePitMap_zps2ab04fca.png

http://youtu.be/1drKnARRWvw

*Confirmed Version 6.5*

-missing texture on one wall on the upper ledge

Ventilation Storage Room

WFcorpusVentStorageMap_zps7762e54d.png

WFCorpusVentStorageLocker_zps6faff6e1.png

*Confirmed non-issue*

Ventilation Storage Room

This locker will never have the option to be open; it is just a prop to suggest they piled crates into this storage room. I would be a cruel, cruel man if I put one that could open behind there :P

GrineerAsteroidHeader_zpse2a41a85.png

General

Doors

Evolution0150_zps91ea2ab0.pngEvolution0152_zps2a17ec03.png

http://youtu.be/WPaA5l0AHSs

*Confirmed Version 7.3*

-Top half of door misaligned with lower half

Lighting

http://youtu.be/ISlvFqFSnn0

http://youtu.be/4Bg_xtrjcAU

http://youtu.be/ncntEmsKktE

http://youtu.be/ydgrcN0dPB0

*Confirmed Version 7.3*

-some of the stone models react very differently to active light sources

-seems to happen mostly on sections that were added after the initial level design

Multi Level Entry Room

WFgrineerMultilevelEntryMap_zps1bae3636.png

http://youtu.be/FWTe0Pk8cMU

*Confirmed Version 7.7.2*

-Hole in the upper wall, able to get outside and under the map

-possible to both get back into the map, and to fall out of the map

-requires wall run to reach (possibly super jump, untested)

http://youtu.be/KSsXBrQQM4Q

*Confirmed Version 7.7.2*

-Hole in upper wall, possible to fall outside map similar to above

Computer Terminal Room

WFgrineerCPUroomMap_zps8cd80d65.png

http://youtu.be/W2nazkycXXU

*Confirmed Version 7.7.2*

- Missing Colision on the back side of the computers

Vertical Box Room

WFgrineerBoxRoomMap_zpsa199c2d2.png

http://youtu.be/BKBvM3SRgIE

*Confirmed Version 7.5*

-potential for using mismatched tile opening filler models

Tile with lots of crates, a rail-platform, elevator

WFgrineerMisc2Map_zps4e6fff84.png

http://youtu.be/cVq4JuZWGRw

*Fixed 7.7.2*

- An issue with rock placement in this area; can escape the map

http://youtu.be/CXiDnNGqUtA

*Confirmed 7.7.2*

-rocks under one of the main platform accessible and above the reset zone

http://youtu.be/l-a88xFuon0

*Confirmed 7.7.2*

-several holes in the lower map area

http://youtu.be/3YZDVuecRjY

*Confirmed 7.7.2*

-gap in the floor under the side staircase

Railcart room

2kLbV.jpg

http://youtu.be/qGb8fYp6pDU

Confirmed in Update 7

- An issue with material placement, I suspect. A slightly misplaced texture/model polygon causes you to be able to fall out. Must be able to wallrun up the left doorframe near where the Railcarts Spawn (the doorframe with the ramps and the little room that looks over the tile)

- Above the pipes are some misaligned models; I'm sure it is possible to wallrun onto those pipes from this location, then get access to the void from here, too. I thought you'd actually fix this area, too Killerkarpfen >:(

Cavern Hallway

WFgrineerTunnelMap_zps173b204b.png

http://youtu.be/D_ieo8xg-Ls

*Confirmed 7.7.2*

-Hole in the wall visible from one of the side alcoves

Central Elevator Room

WFgrineerCentralElevatorMap_zpsbd0f26b4.png

http://youtu.be/kIcV7uvH6_c

*Confirmed Version 7.5*

-Hole in the upper wall in lower entry/exit area

Zipline Entry Room

WFgrineerZiplineEntryMap_zps66c05040.png

http://youtu.be/IZybM8Cwxak

*Confirmed Version 7.7.2*

-wall mesh has a hole underneath an overhang, possible to get outside map

http://youtu.be/N1cUsYRa5gU

*Confirmed Version 7.7.2*

-alcove under central platform with several gaps leading outside the map

http://youtu.be/mHpJPLMsgzA

*Fixed Version 7.5*

-still possible to get behind the invisible barrier around the pipes

-kinda hope that whole invisible barrier is a placeholder myself, it just seems really awkward considering how huge it is.

http://youtu.be/zcSdnYzHAHQ

*Confirmed Version 6.5*

-boundaries of the invisible barrier from the other side

http://youtu.be/auxfWUZESno

*Fixed Version 7.5*

-two ventilation pipes visibly missing an end/extention to the edge of player view.

http://youtu.be/duIsNHB9KD0

*Fixed Version 7.5*

-hole in the wall visible from the walkway

http://youtu.be/7Erq-vgDa3s

*Fixed Version 7.5*

-missing collision on part of the junked grineer machinery

Wallrun Pipe Room

WFgrineerPipewallMap_zps5aaeae54.png

http://youtu.be/8uh5HV0WnGY

*Confirmed Version 6.5*

-odd lighting on the rock added to fill the hole in the corner.

Scrap/Storage Room

2mlVy.jpg

http://puu.sh/2mlXT

Confirmed in Update 7

- There are Two doors in the same coordinates, two door-opening sounds play simultaneously and the Textures flicker.

http://youtu.be/sJkhzTrp0Dw

*Confirmed Version 6.5*

-misaligned floor where the room starts, visible gap

http://youtu.be/zOCTrCCx6Rg

*Confirmed Version 6.5*

-missing texture around the door

http://youtu.be/J0HVrOsbrGw

*Confirmed Version 6.5*

-visible gap between the overhang and the border of the other room, able to see out of the level

*Confirmed Version 6.5*

-missing texture on the upper level floor

-no confirmed way to reach the upper level even with superjump and wall running

Mining Cavern

WFgrineerMiningCavernMap_zps7f44f04b.png

http://youtu.be/Aa43VFQxvoI

*Confirmed Version 7.5*

-Hole in one of the rock formations on the ceiling

-several gaps near the edges of the room where you can see up past the sides of the ceiling

http://youtu.be/ABCJkdo3hXo

*Confirmed Version 7.5*

-misaligned textures on the large rock in on the upper platform

http://youtu.be/6W7lhmT7EZY

*Confirmed Version 7.5*

-misaligned texture near the bottom of the stone ramp

Pre Extraction Room

WFgrineerPreExtractionMap_zps81860071.png

http://youtu.be/levik-Uweyw

*Confirmed Version 6.5*

-missing textures on the computer monitors

Fence Room (for lack of any better defining feature I could think of)

http://youtu.be/IYDW3b1aN-8

*Confirmed Version 6.5*

-visibly missing end of one of the wall ventilation pipes.

Misc Room 1

WFgrineerMisc1Map_zpseef456b6.png

http://youtu.be/vynhaYZXBek

*Confirmed Version 7.7.2

-gap in the rocks below the bridge leads outside the map

http://youtu.be/_yRuCGsKLQA

*Confirmed Version 7.7.2*

-hole in the top of one of the rock meshes for the wall

-requires jumping off the top of the fence to reach with a normal wall run

http://youtu.be/Tj-fQdDA8dI

*Fixed Version 7.0*

-large invisible barrier over the fenced off hole

http://youtu.be/oMvSDqRBXxY

*Fixed Version 7.0*

-very minor holes at the edges of the upper cieling section

-minor but still visible

-left side hole is more visible from directly below, missed recording it this run through

Tram Tunnel

http://youtu.be/83KLJjAD34c

-hole in the terrain in a corner, able to fall past the teleport zone and end up in the bottom of the map

Grineer Long Bridge Entry Room

http://youtu.be/MvwvdY9g-EQ

*Confirmed Version 6.5*

-gap behind one of the rock structures leads outside of the map.

http://youtu.be/LNSPQe3Frcg

*Confirmed Version 6.5*

-hole in the bottom corner of the pit

http://youtu.be/YvHsF4X3XwM

*Confirmed Version 6.5*

-mismatched rectangular section of rock texture

-hard to see from the vido quality, will get some screenshots

CorpusOutpostHeader01_zps7ee4ac84.png

Defense - Cryopod Area

2kL7E.jpg

http://youtu.be/4PVCT-zvTHc

Confirmed in Update 7

- An issue with asset placement; The bridge is not touching the land, and there is a floating rock asset next to the bridge

http://youtu.be/BqtmdUvZ5EY

*Confirmed Version 7.5*

-Possible to fall through the wall near the cryopod while attempting a wall run

Outdoor Checkpoint area

http://youtu.be/KZ_NInFZH_4

*Confirmed Version 7.3*

-doors show through the outdoor wall when open

Extraction Zone

http://youtu.be/IUJcVInNWXk

http://youtu.be/XiWETxSjYcM

http://youtu.be/YsyND1xrpG0

http://youtu.be/K55X0G5KMDs

http://youtu.be/J5Y5yg9TDFI

http://youtu.be/MnfkWgfsMGY

*Confirmed Version 7.4*

-Several rock walls around the outside of the map are missing colisions

-possible to fall throught the ground in at least one of these

http://youtu.be/WWniCtkkczs

*Confirmed Version 7.4*

-Hole in the ground mesh/texture

*Confirmed Version 7.4*

-Stone arch model does not connect fully to the wall

-small area of wall missing colision

http://youtu.be/9fjzsS5UXaE

*Confirmed Version 7.4*

-Fall reset zone overlapping part of the lower ground area

-minor hole at the edge of the map

Misc

*Confirmed Version 7.7.2*

-it is possible to do an instant wall jump and pass through some barriers when jumping right next to said barrier

-primarily with ceilings

Grineer Long Bridge Entry Room

http://youtu.be/SMWfT0bfzTk

*Confirmed Version 7.2*

-Thinking this was actually intentional now since the fallling panels from the intro were still on the ground

-Bonus footage of me seeing if I could knock it loose =P

*working on recording some of the grineer maps for up to date confirmation. will update*

Edited by TinFoilMkIV
Link to comment
Share on other sites

Ah I see you beat me to it, altho this is more intended for everyone to pool all the current issues we can find, so I guess its sorta kinda almost different? heh.

Anyways trying to get a good format to build a kinda official go to on posting map erros type thread.

Link to comment
Share on other sites

Very, very helpful with the videos and description of what the problem is. Thank you for spotting these. I THINK I fixed most of these issues.

Short Bridge / Hallway Room

I removed the teleport volume, so if you want to, you can go down there.

Engine Room

Lowered the teleport volumes so they sit deeper into the pits.

L Hallway

Should be fixed!

Defense Intro Room

The videos aren't working for me?

Divided 2 Part Room

I've added blocking volumes to these entrances.

Straight Staircase Hallway

Should be fixed!

Dead End Storage Pit

Fixed!

Ventilation Storage Room

This locker will never have the option to be open; it is just a prop to suggest they piled crates into this storage room. I would be a cruel, cruel man if I put one that could open behind there :P

Zipline Entry Room

Fixed all the issues. (However, blocking volumes remain! :P)

Wallrun Pipe Room

Rock should look better now.

Scrap/Storage Room

Should be fixed.

Pre Extraction Room

I opened this up to take a look and it appeared to be fixed.

Fence Room

Don't feel bad about your names of the rooms, the ones we come up with can be pretty bad, haha. I opened the level and the pipes all flowed upward, so I don't know if maybe you were playing something a bit older? Who knows, as long as it's fixed.

Misc Room 1

Fixed the area with the fences, but couldn't find the seam.

Grineer Long Bridge Entry Room

Issues should all be fixed! Hopefully, haha.

Link to comment
Share on other sites

Thanks for the update.I'll get around to re-confirming these when I get over playing through all the awesome new stuff you guys added enough to take some time out to do it.

EDIT: as for the defense intro room videos, looks like I accidentally had them on private. Switched them all over to public videos, let me know if theres still a problem.

Also the issue seems to be the the prefab (if you guys use those) for some of those alcoves with the corpus tracks, even in the new tileset some of these alcoves have the same missing collision.

EDIT: if the blocking volume was added to the model of that alcove itself the issue should be fixed then in all of its instances, will have to check to see. Also adding invisible barriers to them makes me kinda sad, but does seem to be the best solution for keeping simplified collisions as well as not leaving semi-exploitable locations.

Edited by TinFoilMkIV
Link to comment
Share on other sites

GRINEER ASTEROID

The room with four computers, walkways, and fans above a rock formation

IlINPwK.jpg

Confirmed in Update 7

- Computer Clipping is screwy; the spherical areas have no collision.

Tile with lots of crates, a rail-platform, elevator

2kL6a.jpg

http://youtu.be/cVq4JuZWGRw

Confirmed in Update 7

- An issue with rock placement in this area; can escape the map

Railcart room

2kLbV.jpg

http://youtu.be/qGb8fYp6pDU

Confirmed in Update 7

- An issue with material placement, I suspect. A slightly misplaced texture/model polygon causes you to be able to fall out. Must be able to wallrun up the left doorframe near where the Railcarts Spawn (the doorframe with the ramps and the little room that looks over the tile)

- Above the pipes are some misaligned models; I'm sure it is possible to wallrun onto those pipes from this location, then get access to the void from here, too. I thought you'd actually fix this area, too Killerkarpfen >:(

CORPUS OUTPOST

Defense - Cryopod Area

2kL7E.jpg

http://youtu.be/4PVCT-zvTHc

Confirmed in Update 7

- An issue with asset placement; The bridge is not touching the land, and there is a floating rock asset next to the bridge

Edited by Azure_Kyte
Link to comment
Share on other sites

CORPUS OUTPOST

Defense - Cryopod Area

2kL7E.jpg

http://youtu.be/4PVCT-zvTHc

Confirmed in Update 7

- An issue with asset placement; The bridge is not touching the land, and there is a floating rock asset next to the bridge

I watched this video several times and didn't see this happen in it. Happened in the PAX build also (which apparently was exactly the same).

1eutg2.jpg

xd3rn.jpg

Only visible from the far side.

50lfts.jpg

Also, well known and pretty much benign (and a prop, not a terrain) but thrown in for good measure.

29ysevq.jpg

Edited by Tenebraex
Link to comment
Share on other sites

2vt1noy.jpg

Hole in the right corner after the part where you need to jump the tram cars and do a wall run up to the alternate path. Falling through it takes you to the bottom of the map and gives access to a couple places outside the skybox. Will post a video when I can find it again and record with the brightness turned up because it's dark down there.

Edited by Tenebraex
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...