#Wall Gaps, Missing Textures and Other Bugs in "Dust 2 Ode"

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sacred yew
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List of initials:
L - Location of the Object
E - Example of Using the Object to Gain an Advantage Over Opponents
WG - Wall Gap
MT - Missing Textures
FS - Funny/Camping/Hiding Spots

First of all, since we are skipping the small trees that do not have any collision for the flaw of this map, we are going straight to the WG category. In this category is included the wall below the C site. It has a small gap that can be used to spot the opponents outside and inside. The best fix is to raise the height of the wall by 1 or more HU ( Hammer Units ).
( screenshots L-WG_1, L-WG_2, WG_1, WG_2, E-WG_1, E-WG_2 )

Second of all, in the MT category, there is an unfinished white textured block that is located in the tunnels, close to B site. Since it gives the exploiter the advantage to react quicker than the victim ( or at least minimize the "picker's advantage" by 8 frames / 1.125 seconds ) , it needs to be prioritized as well as the first one I have mentioned on this post.

Additionally, in the FS category, I have decided to include it for the purpose of choosing if the objects are an issue or a feature.

In conclusion, that is everything I have found for now.

Thank you for taking your time checking this post and I will keep you updated whenever it is neccesarry !

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And it may be a problem with the darker boxes, but I have decided to include them as well as a potential issue.