TinFoilMkIV Posted March 16, 2013 Share Posted March 16, 2013 (edited) 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** General http://youtu.be/UgvsAw-DnsU *Fixed Version 7.4* -wierd interaction between ledge climbing and the pit resets Main Intersection Hallway *Confirmed Version 7.7.2* -possible to instant wall jump through the ceiling of the map short bridge/hallway room 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 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 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 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 http://youtu.be/5B66ULwDW1w *Confirmed Version 7.4* -tracks along the cieling run straight into solid walls Straight Staircase Hallway http://youtu.be/Q8gURvAOQcM *Fixed Version 7.4* -clearly flat open walls that you are unable to wallrun on Dead End Storage Pit http://youtu.be/1drKnARRWvw *Confirmed Version 6.5* -missing texture on one wall on the upper ledge Ventilation Storage Room *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 General Doors 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 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 http://youtu.be/W2nazkycXXU *Confirmed Version 7.7.2* - Missing Colision on the back side of the computers Vertical Box Room 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 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 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 http://youtu.be/D_ieo8xg-Ls *Confirmed 7.7.2* -Hole in the wall visible from one of the side alcoves Central Elevator Room http://youtu.be/kIcV7uvH6_c *Confirmed Version 7.5* -Hole in the upper wall in lower entry/exit area Zipline Entry Room 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 http://youtu.be/8uh5HV0WnGY *Confirmed Version 6.5* -odd lighting on the rock added to fill the hole in the corner. Scrap/Storage Room 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 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 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 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 Defense - Cryopod Area 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 April 8, 2013 by TinFoilMkIV Link to comment Share on other sites More sharing options...
Azure_Kytia Posted March 16, 2013 Share Posted March 16, 2013 (edited) A thread of a similar nature has already been kinda already started here But so far as I see none of the issues I've found have been posted here, so good job :D Edited March 16, 2013 by Azure_Kyte Link to comment Share on other sites More sharing options...
TinFoilMkIV Posted March 16, 2013 Author Share Posted March 16, 2013 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 More sharing options...
Azure_Kytia Posted March 16, 2013 Share Posted March 16, 2013 Yeah, you seem to have the formatting worked out fine enough. I might shift my remaining video over here, and just post when I upload new content to yours, since yours is a lot neater :p Link to comment Share on other sites More sharing options...
TinFoilMkIV Posted March 16, 2013 Author Share Posted March 16, 2013 Well I would like this to be a community thread instead of just mine, so that would be great. Link to comment Share on other sites More sharing options...
TinFoilMkIV Posted March 17, 2013 Author Share Posted March 17, 2013 someone is going to get trolled when this locker decides to be openable Also updated with some grineer map footage, forgot to get images for the room maps. Link to comment Share on other sites More sharing options...
TinFoilMkIV Posted March 18, 2013 Author Share Posted March 18, 2013 added some more grineer stuff, ended up only getting map images for two of the rooms... Link to comment Share on other sites More sharing options...
TinFoilMkIV Posted March 18, 2013 Author Share Posted March 18, 2013 WOO, update 7 is live! placeholder added for new map tileset. If anyone finds something to add at least mention it here so I can investigate it if I ever get over the aweseomeness of all the new stuff enough to do it. Link to comment Share on other sites More sharing options...
Smaimn Posted March 19, 2013 Share Posted March 19, 2013 I found some clipping issues on the on the new map. It's outside and to get to it you have to fall through a hole into a locker room. Hope this link works. Posting here and on the other thread. http://img713.images...oorclipping.png Link to comment Share on other sites More sharing options...
TinFoilMkIV Posted March 19, 2013 Author Share Posted March 19, 2013 yep, I actually saw that door during my alert run on pluto, was kinda too busy to take the time to record it tho. Link to comment Share on other sites More sharing options...
[DE]Mitch Posted March 19, 2013 Share Posted March 19, 2013 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 More sharing options...
TinFoilMkIV Posted March 19, 2013 Author Share Posted March 19, 2013 (edited) 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 March 19, 2013 by TinFoilMkIV Link to comment Share on other sites More sharing options...
Azure_Kytia Posted March 20, 2013 Share Posted March 20, 2013 (edited) GRINEER ASTEROID The room with four computers, walkways, and fans above a rock formation Confirmed in Update 7 - Computer Clipping is screwy; the spherical areas have no collision. Tile with lots of crates, a rail-platform, elevator http://youtu.be/cVq4JuZWGRw Confirmed in Update 7 - An issue with rock placement in this area; can escape the map Railcart room 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 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 March 20, 2013 by Azure_Kyte Link to comment Share on other sites More sharing options...
Killerkarpfen Posted March 20, 2013 Share Posted March 20, 2013 GRINEER ASTEROID Tile with lots of crates, a rail-platform, elevator http://youtu.be/cVq4JuZWGRw Confirmed in Update 7 - An issue with rock placement in this area; can escape the map Quick n easy fix, thanks for feedback. Link to comment Share on other sites More sharing options...
Azure_Kytia Posted March 23, 2013 Share Posted March 23, 2013 GRINEER ASTEROID The End Room with the Containers and Lockers (The Locker Dump) 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. Link to comment Share on other sites More sharing options...
TinFoilMkIV Posted March 23, 2013 Author Share Posted March 23, 2013 Updated with the stuff you posted Azure_Kyte. got some time off today so I'll be updating with new footage and formatting stuff. Link to comment Share on other sites More sharing options...
Riother Posted March 23, 2013 Share Posted March 23, 2013 Ok I got pictures of the mountain (https://forums.warfr...ough-mountains/) but I have no idea how to post them. Link to comment Share on other sites More sharing options...
TinFoilMkIV Posted March 23, 2013 Author Share Posted March 23, 2013 you will need to upload the images to an image hosting site to be able to post them online. Link to comment Share on other sites More sharing options...
Riother Posted March 24, 2013 Share Posted March 24, 2013 towards the yellow indictor there is the two evac towers that have an elevator in the middle. Link to comment Share on other sites More sharing options...
Tenebraex Posted March 25, 2013 Share Posted March 25, 2013 (edited) CORPUS OUTPOST Defense - Cryopod Area 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). Only visible from the far side. Also, well known and pretty much benign (and a prop, not a terrain) but thrown in for good measure. Edited March 26, 2013 by Tenebraex Link to comment Share on other sites More sharing options...
TinFoilMkIV Posted March 28, 2013 Author Share Posted March 28, 2013 Uploading new footage for corpus outpost added general section to grineer base for the misaligned doors and odd lighting areas re-confirming and checking for fixed issues in corpus ship. Link to comment Share on other sites More sharing options...
Tenebraex Posted March 31, 2013 Share Posted March 31, 2013 (edited) 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 March 31, 2013 by Tenebraex Link to comment Share on other sites More sharing options...
TinFoilMkIV Posted March 31, 2013 Author Share Posted March 31, 2013 Created a Google Doc version of the main post so other people can add to this when I can't update. I will update the main post with new information when I can. https://docs.google.com/document/d/1ec14N0pWoboGsAX2SNAn7JTF0CICqMFi2DcDsIcKzwY/edit?usp=sharing let me know if there are any issues with the links and being able to edit. Link to comment Share on other sites More sharing options...
TinFoilMkIV Posted March 31, 2013 Author Share Posted March 31, 2013 Added several videos for the Extraction Zone in the Corpus Outpost. Most of them are areas around the map where walls are missing colisions. Link to comment Share on other sites More sharing options...
Tenebraex Posted April 1, 2013 Share Posted April 1, 2013 Here's a better explanation of my last post plus I may as well put this here also since it got no attention on its own. Link to comment Share on other sites More sharing options...
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