TF2's Stair Problem

แชร์
ฝัง
  • เผยแพร่เมื่อ 18 มิ.ย. 2024
  • TF2 has a stair problem. Let's (try to) fix that.
    0:00 Intro
    0:32 The Problem
    0:55 Clip Brushes
    2:36 Block Bullets
    3:56 Block Bullets 2
    4:19 Invisible
    4:48 Nodraw
    5:08 Invisible Displacement
    6:13 Displacement Solution
    7:46 Brush Solution
    8:23 Model Solution
    11:15 Outro
    ▶ TF2's Door Problem: • TF2's Door Problem
    ▶ Everything Wrong with Dustbowl: • Everything Wrong with ...
    ▶ My other TF2 stuff: • TF2
    ▶ My TF2 shorts: • TF2 #shorts
    👉 Get 25% OFF your first server: shockbyte.com/partner/LED
    ▶ My Socials: linktr.ee/LEDs_YT
    💬 Discord: / discord
    #tf2 #teamfortress2
  • เกม

ความคิดเห็น • 437

  • @FBombFitzgerald
    @FBombFitzgerald 4 หลายเดือนก่อน +1435

    Stair-ghetti code.

    • @placeholderdoe
      @placeholderdoe 4 หลายเดือนก่อน +31

      Translate to English
      “Stair-ghetto queues”

    • @adsadadadadadadadassa
      @adsadadadadadadadassa 4 หลายเดือนก่อน +5

      fard-getti

    • @bananaman8939
      @bananaman8939 4 หลายเดือนก่อน +5

      Ba dum tss

    • @chpsilva
      @chpsilva 4 หลายเดือนก่อน +4

      Quake physics saying hello

    • @MasterChaoko
      @MasterChaoko 4 หลายเดือนก่อน +1

      Stairway to Pootis

  • @mcluigi117
    @mcluigi117 4 หลายเดือนก่อน +1982

    Rocket jumping was invented before stairs in the TF2 universe; they just haven't perfected the technology yet at this point in the timeline.

    • @Spai798
      @Spai798 4 หลายเดือนก่อน +43

      underrated comment

    • @justanotherspookyskeleton
      @justanotherspookyskeleton 4 หลายเดือนก่อน +84

      Yeah, i don't think we have to """fix""" them if they are clearly just canonically accurate

    • @258thHiGuy
      @258thHiGuy 4 หลายเดือนก่อน +34

      Thank you Abraham Lincoln

    • @FGC292
      @FGC292 4 หลายเดือนก่อน +12

      Thank god for Abraham Lincoln and his invention of stairs.

    • @Gron_Here
      @Gron_Here 4 หลายเดือนก่อน +14

      Abraham Lincoln, the first Pyro and the first man to create stairs!

  • @historiasdeinternet2585
    @historiasdeinternet2585 4 หลายเดือนก่อน +669

    another posible solution: replace all stairs with ramps

    • @FBombFitzgerald
      @FBombFitzgerald 4 หลายเดือนก่อน +257

      The Americans with Disabilities Act salutes you!

    • @mundanest
      @mundanest 4 หลายเดือนก่อน

      This is a pro-ramp agenda and we will not follow silently

    • @ihavenoideadanny
      @ihavenoideadanny 4 หลายเดือนก่อน +15

      should we tell him

    • @NetherFX
      @NetherFX 4 หลายเดือนก่อน +5

      Did you watch more than 5 minutes?

    • @Xezian
      @Xezian 4 หลายเดือนก่อน +144

      guys he meant literally replace them with ramps so that you don't have to use clip brushing at all, which makes the appearance of the ramp match up with the collision perfectly, no gaps to trick you into thinking you can shoot through when you can't, decals apply perfectly, the sound matches up, and rockets can't pass through.

  • @scantyer
    @scantyer 4 หลายเดือนก่อน +584

    TF2 is just like my grandpa, they both have a stairs problem

    • @redgit9905
      @redgit9905 4 หลายเดือนก่อน +3

      💀

    • @PeppinoDripwth
      @PeppinoDripwth 4 หลายเดือนก่อน +1

      💀

    • @guyfromusaa9164
      @guyfromusaa9164 4 หลายเดือนก่อน +2

      🏴‍☠️

    • @hambass6310
      @hambass6310 4 หลายเดือนก่อน +1

      ☠️

    • @tfg009
      @tfg009 4 หลายเดือนก่อน +3

      🩻

  • @DrHundTF2
    @DrHundTF2 4 หลายเดือนก่อน +223

    An alternative for those who are obsessed with stairs, is to have a ramp, of the material of your choice, then have the steps added on them, but be a func_illusionary or any other non-solid brush entity. This way, it acts like a ramp, and sounds like the material below. May or may not have decals, I can’t remember.

    • @LEDs
      @LEDs  4 หลายเดือนก่อน +62

      That's an interesting idea

    • @WaffeFIN
      @WaffeFIN 4 หลายเดือนก่อน +37

      Note that a func_illusionary adds one entity towards the entity limit. If it causes issues you can (according to the wiki) change the func_illusionary to a func_detail with a %CompileNonSolid material

    • @0Blueaura
      @0Blueaura หลายเดือนก่อน

      @@WaffeFIN perfect!

    • @deixos2224
      @deixos2224 7 วันที่ผ่านมา

      Wouldn't that make the player's feet clip through the steps

    • @DrHundTF2
      @DrHundTF2 7 วันที่ผ่านมา

      @@deixos2224 and is that worse than player legs constantly being on a flat plane no matter what angle they’re standing on while floating?

  • @cossetta
    @cossetta 4 หลายเดือนก่อน +101

    i like the bump at the bottom of stairs, i find it helps especially when you're walking backwards! subconsciously makes it easier to tell where you are going

    • @LEDs
      @LEDs  4 หลายเดือนก่อน +14

      I feel that

    • @dylanllewis03
      @dylanllewis03 17 วันที่ผ่านมา

      whynot add a tiny block bullet ramp to the bottom? so rockets dont get caught in that lip, and lets players still experience that bump

  • @shizamikaze
    @shizamikaze 4 หลายเดือนก่อน +49

    watching you trying to snipe that heavy in between the stair steps makes me remember when i was fresh new and tried the same in those windows with chicken wire lol

    • @LEDs
      @LEDs  4 หลายเดือนก่อน +8

      Lol I think we all tried that

  • @Die-Coughman
    @Die-Coughman 4 หลายเดือนก่อน +67

    There's one more thing to consider with the model solution. The model solution causes lighting to be done per vertex instead of per luxel(with lightmaps). For those who don't know what this means, this basically means that the model will have lower fidelity lighting than just using brushes. This can be fixed by enabling lightmaps in the entity properties of the prop but I've read doing that for a bunch of props quickly inflates map sizes.

    • @irregularassassin6380
      @irregularassassin6380 4 หลายเดือนก่อน +17

      I think a lot of players aren't going to be too bothered with some lower quality lighting on staircases. The differences in some of the before and after lighting fixes I've seen in LED's videos seem so inconsequential to me, that I think no one but a mapper would really notice. That's not to say it wouldn't bother the mapper, but sometimes "good enough" really is good enough! At the end of the day, gameplay functionality trumps everything else.

  • @Banjo1756
    @Banjo1756 2 หลายเดือนก่อน +4

    so this is why Abraham Lincoln invented rocket jumping before stairs

  • @id85181
    @id85181 4 หลายเดือนก่อน +16

    soon enough tf2 will have an essay on every single element of every map. droplets from a leaking pipe.

    • @jpuc5568
      @jpuc5568 27 วันที่ผ่านมา

      That’s how little content is being added to the game

  • @scylorn
    @scylorn 4 หลายเดือนก่อน +60

    tf2 has Skeletons, Monoculus, HHH, Robots from rd_asteroid and Merasmus.
    I believe they count as NPCs and therefore can pass through playerclip brushes and get blocked by clip brushes.
    MVM robots don't count as they're reskinned bots.

    • @drucy.
      @drucy. หลายเดือนก่อน

      So giant robots are just upscaled bots ?

    • @scylorn
      @scylorn หลายเดือนก่อน

      @@drucy. same technique as on halloween map Crasher.

  • @infinityheart_tm9270
    @infinityheart_tm9270 4 หลายเดือนก่อน +68

    I warned you about those stairs bro.

    • @TheGudeGamer
      @TheGudeGamer 4 หลายเดือนก่อน +11

      See, they warned you about the stairs, bro.

    • @ataraxianAscendant
      @ataraxianAscendant 4 หลายเดือนก่อน +11

      IT KEEPS HAPPENING

    • @paradoxicaloutcome1007
      @paradoxicaloutcome1007 4 หลายเดือนก่อน +5

      You told them, dawg.

    • @IAMStormyNautilus
      @IAMStormyNautilus 3 หลายเดือนก่อน +3

      I'm so happy that people are still making these references

    • @infinityheart_tm9270
      @infinityheart_tm9270 3 หลายเดือนก่อน +3

      @@IAMStormyNautilus *Refrances.

  • @Rraichuu
    @Rraichuu 4 หลายเดือนก่อน +103

    The difference between the Clip brush and the Playerclip brush is that bots can pass through the Playerclip brush and all

    • @LEDs
      @LEDs  4 หลายเดือนก่อน +65

      This isn’t true in TF2.

    • @ultr4nima
      @ultr4nima 4 หลายเดือนก่อน +37

      That’s true, though it’s irrelevant in TF2 since the game doesn’t have NPCs like Half-Life 2 does so in TF2 there isn’t a practical difference. Since there’s no difference I like to use one for out of bounds areas and the other to smooth out movement within the playable areas (stairs, small corners, simplifying complex geometry etc)

    • @FrenchRarity
      @FrenchRarity 4 หลายเดือนก่อน +51

      "Bots" in TF2 are technically AI controlled player entities, so the brushes act the same whether or not you're a bot. That makes Clips and Playerclips virtually the same in TF2.
      HL2 meanwhile, like @@ultr4nima mentioned, have NPCs which are completely different entities. Those can walk through Playerclips.

    • @clockworkpotato9892
      @clockworkpotato9892 4 หลายเดือนก่อน

      What about MVM ​@@ultr4nima?

    • @Goat_gamering
      @Goat_gamering 4 หลายเดือนก่อน +5

      Bot players? No.
      Mvm robots and skeletons? Maybe.

  • @durrbill
    @durrbill 4 หลายเดือนก่อน +5

    excellent deep dive into stair clipping, i've been wanting a video like this in relation to tf2 for quite some time. it's genuinely fascinating stuff

    • @LEDs
      @LEDs  4 หลายเดือนก่อน

      Thanks for watching!

  • @philipgelderblom6878
    @philipgelderblom6878 4 หลายเดือนก่อน +18

    Never thought stairs could be this interesting

  • @keeb__
    @keeb__ 4 หลายเดือนก่อน +8

    I can't believe there isn't just a brush you can change the properties of to fit your needs. It's just silly to me that hasn't been implemented in hammer for all of the games

    • @LEDs
      @LEDs  4 หลายเดือนก่อน +4

      Yup. We should be able to control many more things, but we're restricted to a finite amount of settings that often can't even be adjusted (like how sticky bombs bounce off of func_brushes, there's no way to get around that)

  • @midend
    @midend 4 หลายเดือนก่อน +60

    claptrap hates this video

    • @Gyozaplanet2
      @Gyozaplanet2 4 หลายเดือนก่อน +3

      Lol

    • @carbonrobin
      @carbonrobin 4 หลายเดือนก่อน +3

      Stairs?!?
      NOO OOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOO

  • @BallsBlaster69
    @BallsBlaster69 4 หลายเดือนก่อน +634

    stair death = funnuy

    • @orlandodanielgonzalezalcar3360
      @orlandodanielgonzalezalcar3360 4 หลายเดือนก่อน +33

      The funny from the tf2 cant be denied, as doing so would wipe out the only hope against "them"

    • @SurrogateActivities
      @SurrogateActivities 4 หลายเดือนก่อน +22

      cl_ragdoll_fade_time 0 is a crime

    • @regalblade8171
      @regalblade8171 4 หลายเดือนก่อน

      The tf2 funny is a sleeper agent, once you have any slight thought of doing it, you instincts do the funny​@orlandodanielgonzalezalcar3360

    • @metalfan1890
      @metalfan1890 4 หลายเดือนก่อน +2

      "Ayo the pizza here"

    • @kurzackd
      @kurzackd 2 หลายเดือนก่อน +2

      I didn't understand anything, and I've probably been playing TF2 since before you have touched a computer.
      Care to translate into English, for normal people, please, kid? :O
      .

  • @Blucario90
    @Blucario90 4 หลายเดือนก่อน +8

    The problem is with how explosions work in general. Since it draws lines from the origin, split stair sections block the explosion. However, having a full smoothe surface doesn't let projectiles or bullets pass through. I think the only way to solve both of those would be to have stairs where each individual stair is its own sloped brush. While that is convoluted, I think it would solve both rocket splashes and passing through stair gaps. Either that or just make it so your stairs don't have visual gaps in-between the steps.

  • @WonkOfWonkyness
    @WonkOfWonkyness 4 หลายเดือนก่อน +1

    Absolutely amazing. You're a real one hope this catches on with all the people getting into map making.

  • @Seal849
    @Seal849 3 หลายเดือนก่อน +3

    In tf2 mobile edition, you have to jump up stairs because it renders them as a "wall" but going downstairs is normal.

  • @Lo-Sir
    @Lo-Sir 4 หลายเดือนก่อน +2

    An eleven minute long video on stairs and their issues in a game where I barely even think of stairs.
    Perfection

  • @pux0rb
    @pux0rb 4 หลายเดือนก่อน +16

    I think the best solution would actually be to create a bunch of modular slope models at the common ratios (1:1, 1:2, 2:3) and give them each 2 skins; one opaque and one transparent, so that its easy to place them in hammer at skin 0, overlapping them to fit your staircases, but you can then change the skin to 1 and they're invisible.

    • @LEDs
      @LEDs  4 หลายเดือนก่อน +9

      Hmmm, you might be on to something there...

  • @thelonelylump4015
    @thelonelylump4015 4 หลายเดือนก่อน +10

    2:01 I feel like it’s good for if you’re backing up. You can see the quick jolt on the screen and know where you are

  • @tehjamerz
    @tehjamerz 4 หลายเดือนก่อน +2

    8:23 i LOVE where this is going
    ...nvm

  • @axmoylotl
    @axmoylotl 4 หลายเดือนก่อน +4

    7:26 this made me laugh so hard. It's a perfect example of what developing soft is like

  • @Shizuka965
    @Shizuka965 4 หลายเดือนก่อน +1

    Ty for making another video, I love watching those vids

  • @colricht
    @colricht 4 หลายเดือนก่อน +2

    I won’t claim I understand most of what you say in your videos, but you do great in my opinion. Much love

    • @LEDs
      @LEDs  4 หลายเดือนก่อน +1

      I'm glad you enjoy it!

  • @eoxTF2
    @eoxTF2 4 หลายเดือนก่อน +1

    that was a great lesson of how stairs works in tf2 ,great job led👍

  • @PlatinumAltaria
    @PlatinumAltaria 4 หลายเดือนก่อน +8

    The perfect solution is to make maps wheelchair accessible. Stairs were a mistake.

  • @MrSpecialjonny
    @MrSpecialjonny 4 หลายเดือนก่อน +1

    you really left that shot in with heavy shoot the ground instead of the stairs, priceless

  • @ChampionOfDummies
    @ChampionOfDummies 4 หลายเดือนก่อน +1

    Only tomorrow on the stream Zesty Jesus talk about "TF2 stairs youtube content" and now, today - this video comes out 😄

  • @TrustyGun2
    @TrustyGun2 4 หลายเดือนก่อน +3

    I LOVE 10 MINUTE LONG VIDEOS ABOUT CLIP BRUSHES
    (im not even joking)

  • @_ikako_
    @_ikako_ 4 หลายเดือนก่อน +2

    i know this isn't about stairs, but this reminded me of a really weird piece of clipping on pl_pier that i think you should take a look at. on first point, when you go up the tunnel to the flat area with the mega ammo pack, the very right side of the exit of the tunnel has some really weird clipping. I tried rocket jumping off the corner and i just got stuck on something. there seems to be a rogue piece of clipping that stops you from hugging the right side of the tunnel (right side if you're attacking up the tunnel) and it's really infuriating trying to use that 'pillar' to rocket jump

  • @readyforlol
    @readyforlol 4 หลายเดือนก่อน +2

    Can't believe I was teased a perfect staircase for 11m only to learn there is no such thing.

  • @ichabodthecrane
    @ichabodthecrane 4 หลายเดือนก่อน +30

    God I love men

  • @888ian2
    @888ian2 4 หลายเดือนก่อน +5

    is this a reupload?

    • @vukcaj9558
      @vukcaj9558 2 หลายเดือนก่อน

      Yes

  • @Nbc66
    @Nbc66 2 หลายเดือนก่อน +2

    Could fix this issue if valve made a func_brush where you can just specify whatever you want using it

    • @LEDs
      @LEDs  2 หลายเดือนก่อน +2

      Yeah, it'd be nice if you could specify each type of collision for everything in the game. That'd be an all-in-one package

  • @Tasteful_Edits
    @Tasteful_Edits 4 หลายเดือนก่อน +1

    Gotta give it to this guy. He spends a lot of time messing around to help mappers make sure that we are not mildly infuriated.

  • @hanswurst5109
    @hanswurst5109 4 หลายเดือนก่อน +1

    Wheelchair accessibility denial. Truly something only TF2 could do

  • @KimFareseed
    @KimFareseed 4 หลายเดือนก่อน +7

    3:22
    A frustrating inconsistency in maps.

    • @irregularassassin6380
      @irregularassassin6380 4 หลายเดือนก่อน

      I'm very glad to learn that I'm not going insane! Sometimes I shoot through stairs, and sometimes I can't. Ugh.

    • @KimFareseed
      @KimFareseed 4 หลายเดือนก่อน +1

      @@irregularassassin6380
      I mostly try with the machina for sniper. Let's me know if it did get through or not in testing.

    • @irregularassassin6380
      @irregularassassin6380 4 หลายเดือนก่อน

      @@KimFareseedAh, very clever! I'm terrible at sniper, so I'd have to test the stairs in every map offline to not be a dud to my team. lol.

  • @themoabrigade
    @themoabrigade 4 หลายเดือนก่อน +2

    It's beginning to look a lot like dust bowl, sentries everywhere!

  • @Ne1vaan
    @Ne1vaan 3 หลายเดือนก่อน +1

    Ahhh! Now I know why most stairs block hitscan even though I can see through.

    • @LEDs
      @LEDs  3 หลายเดือนก่อน +1

      I didn't mention it in the video, but it's an especially big problem on Upward in Blu's first spawn. There's a staircase by the main exit that you can hide behind as Sniper, but cannot shoot through.

  • @mrrooter601
    @mrrooter601 4 หลายเดือนก่อน +4

    7:22 "soliders rockets are the only thing that dont" good, like soldier needs it to be any easier to spam

  • @TwinkleNZ
    @TwinkleNZ 4 หลายเดือนก่อน +2

    I love how stairs in source are just rough

  • @CopperCogStudio
    @CopperCogStudio 4 หลายเดือนก่อน +1

    I think the more appropiate solution for the camera jitter would be to interpolate the camera upper motion when climbing stairs so it stays smooth.

    • @fantastikboom1094
      @fantastikboom1094 24 วันที่ผ่านมา

      But what about issues with explosives and bullets?

  • @Bebe-fq8yb
    @Bebe-fq8yb 4 หลายเดือนก่อน +2

    Interesting to note that CSGO had this explosions issue, where HE grenades wouldn't do any damage if there was something small blocking it from the player. They fixed it in 2020 though so now even if there's something small in the way (e.g. an unclipped step) grenades would still do damage.
    3kliksphilip made a video on this here th-cam.com/video/NE40rkJuIbg/w-d-xo.html

  • @TF2SA
    @TF2SA 4 หลายเดือนก่อน +5

    Very well-done video my friend, I am fond of such details and happy someone would go over them and their potential solutions in such detail 🔥

    • @zer_pp
      @zer_pp 4 หลายเดือนก่อน +2

      why does my brain automatically read anyone that says "my friend" with a arab accent?

    • @TF2SA
      @TF2SA 4 หลายเดือนก่อน

      @@zer_pp Because I am indeed arabic.

  • @InsnThndr
    @InsnThndr 24 วันที่ผ่านมา +1

    i did not know about the mountainlab thing. ive been playing tf2 since 2009 😐

  • @hlibushok
    @hlibushok 4 หลายเดือนก่อน +2

    The Final Solution to the Staircase Problem.

  • @_ikako_
    @_ikako_ 4 หลายเดือนก่อน +3

    i really really hate jumping on a badly clipped staircase or one that hasn't been clipped to the ground and losing all forward momentum entirely. not just rocket or sticky jumping but just regular jumping as well. there's no real reason for it to not be clipped to the ground, those awkward bumps on the sides can be smoothed out with a corner pyramid-shaped clip

    • @irregularassassin6380
      @irregularassassin6380 4 หลายเดือนก่อน +1

      I'm a Medic main, so explosive jumping isn't my bag, but _dear god_ is it annoying to be running away only to trip over nothing. You go from having a chance to escape to winding up a sitting duck for a horde of angry mercs.

    • @LEDs
      @LEDs  4 หลายเดือนก่อน +1

      Yeah, those flat parts at the bottom of the stairs can potentially sling you straight up if you launch into them at too shallow of an angle, killing your momentum

  • @Geckur0
    @Geckur0 4 หลายเดือนก่อน

    in the clip brushes segment, they could make the stairs not collide with the player, then make the clip brushes fall halfway through the stairs/ that way they wouldnt have to extend beyond the stairway

  • @SleepingPajamas
    @SleepingPajamas 4 หลายเดือนก่อน +4

    Is this a reupload?

  • @user-25352
    @user-25352 4 หลายเดือนก่อน

    randomly went to this video after watching some more Tunic playthroughs, and for some reason your channel's icon looks really similar to an image found there...

  • @jackie.dee.01
    @jackie.dee.01 4 หลายเดือนก่อน

    Very informative! Game levels are mostly made of props/models nowadays anyways

    • @LEDs
      @LEDs  4 หลายเดือนก่อน +1

      In Source 2, they've sort of become one of the same!

  • @benglennon7366
    @benglennon7366 4 หลายเดือนก่อน +2

    This is also a problem on lfd2 custom maps when map makers add 0 clips to the stairs lol

  • @nigeladams8321
    @nigeladams8321 หลายเดือนก่อน

    I don't know, I usually don't need an explicit visual confirmation I've taken the first step onto a staircase.

  • @CaveJohnsonTopG
    @CaveJohnsonTopG 4 หลายเดือนก่อน +1

    'I feel like I am a minion who is my slave from my Indescipable movie when using the Team Fortress 2's stair." Gru

  • @octopusjacket3472
    @octopusjacket3472 3 หลายเดือนก่อน +1

    I found funny how after so many years playing a game as old as this and having almost 0 changes to the game in the last 7 years, the community has found all sorts of niche stuff to go in deep about, it started with core mechanics like random crits or sniper balancing that almost nobody complained about in like 10 years of tf2, later random bullet spread and now we talk about stairs, it's curious how tf2 has such a dedicated fan base that we pay attention to things like this

    • @LEDs
      @LEDs  3 หลายเดือนก่อน +2

      To be fair, not a lot of documentation exists about mapping-related stuff.

  • @zetalyn28
    @zetalyn28 4 หลายเดือนก่อน +16

    stairs

    • @chairwood
      @chairwood 4 หลายเดือนก่อน +2

      problem 🙅🚫

    • @picuco
      @picuco 4 หลายเดือนก่อน

      sairs

  • @UseZapCannon
    @UseZapCannon 4 หลายเดือนก่อน +1

    It seems like the solution for the Bottom-Step problem is "just design your stairwells so that the bottom of the clip ramp is contained in the doorway, and can't be approached from the side anyway"

    • @LEDs
      @LEDs  4 หลายเดือนก่อน +1

      It can look weird though

  • @Thornskade
    @Thornskade 4 หลายเดือนก่อน +2

    I don't like inconsistent solutions in games. It always means one person with more specific knowledge about an area with stairs gets an advantage over someone who doesn't know. I never aim rockets at stairs since I always assume they'll get caught but it's not always the case. This is not something I as a player should have to remember. Unfortunately this is one aspect that Valve hasn't paid enough attention to during development and now we're stuck with this inconsistency which sucks

  • @neondead2.0.15
    @neondead2.0.15 4 หลายเดือนก่อน +2

    At least Dragons Fury and scout's Christmas Ball works on them now, so they less broken than before.

    • @LEDs
      @LEDs  4 หลายเดือนก่อน

      Oh you haven't seen everything 😉

  • @teedeegremlin
    @teedeegremlin 4 หลายเดือนก่อน

    reject the modernity of stairs, embrace the tradition of rocket jumping as shakespearicles intended

  • @VAN1UM
    @VAN1UM 4 หลายเดือนก่อน +1

    I really just watched a video all about stairs in a video game

  • @BottomOfTheDumpsterFire
    @BottomOfTheDumpsterFire 4 หลายเดือนก่อน +1

    Just re: stairs, not being able to trimp or surf up staircases imo is a feature, not a bug

  • @r.g.thesecond
    @r.g.thesecond 4 หลายเดือนก่อน +2

    Given how brushwork defined Valve games for like the first 20 years, frankly I expected less jank.

  • @BeerDone
    @BeerDone 4 หลายเดือนก่อน +2

    Just imagine what would happen if they kept the ladders.

  • @ChoomOfDoom
    @ChoomOfDoom 4 หลายเดือนก่อน +1

    It amazes me how long this game has barely held together after all these years with Source Spaghetti

  • @JiyakuBuraku
    @JiyakuBuraku 4 หลายเดือนก่อน +3

    I definitely watched this before, why the reupload?

    • @skinnybuggo
      @skinnybuggo 4 หลายเดือนก่อน +3

      Yeah, gotta be at least a week since i've seen this

  • @Green-the-military-monkey
    @Green-the-military-monkey 4 หลายเดือนก่อน +1

    Unrelated to the video I found out if you sticky jump with two sticky’s you reach the sky box right but you can see out of the map idk if you already showed that but I frogot

  • @bareth_
    @bareth_ 4 หลายเดือนก่อน +3

    5:08 nice captions

    • @LEDs
      @LEDs  4 หลายเดือนก่อน

      lol

  • @ButtonMasherReal
    @ButtonMasherReal 4 หลายเดือนก่อน +1

    Am I going crazy? I swear I watched this a few weeks ago. Did you reupload it?

  • @felixftw4702
    @felixftw4702 2 หลายเดือนก่อน

    i actually like the jagged stair movement, but i know tf2 is a movement game, so i would suggest bringing the jaggedness back in smaller, closed areas and having the ramp-stairs in open areas

  • @CarrotStixBro
    @CarrotStixBro 4 หลายเดือนก่อน +1

    Can valve just put all this shit to work already. God I love the amount of fixes from one guy.

    • @LEDs
      @LEDs  4 หลายเดือนก่อน

      ❤️

  • @RevenaSurniak
    @RevenaSurniak 4 หลายเดือนก่อน

    They should really consider teleporting airborne players upward in accordance to their max step height
    Like you hit a ledge but because the lip is below 40 hammer units, or however many the actual step height is, you get zipped up and your velocity is maintained.
    It sounds kind of complicated to program, especially considering there is already a lot of code for slopes and such.
    It still presents the problem of it looking really jagged, but this is something I've fixed in my own projects though. I use UE4 though, but something similar could maybe be done in source. The character's model's vertical position is blended over multiple frames, the speed of this "interpolation," changes depending on the movement state of the character. Grounded characters interpolate slower than airborne ones, etc.
    These two changes in combination with each other could very well fix a lot of issues with stairs and save mappers a lot of time with clipping.

    • @RevenaSurniak
      @RevenaSurniak 4 หลายเดือนก่อน

      As far as what an actual example of what the code could look like as an outline, that's what this reply is for.
      Keep in mind I don't have experience with Source.
      TF2 and other source projects could make use of hit detection for when players hit a wall of some kind, similar to how they handle landing. For this to work, ideally, we'd want as little overlap with whatever code for slopes exists so we can minimize how many bugs these changes inevitably present.
      A lot of code from how tf2 already handles steps can probably be used over when the player or other characters are airborne. So a lot of this might sound familiar.
      To do that, we can probably check the normal vector of the surface the character hit, see its Y or Z coordinate, whichever corresponds to height in source, and just see if its 0. This ensures that whatever surface we did hit is a plain-as-they-come-by wall. (Or step)
      Next you can check the vertical boundaries of this brush surface and do some math to figure out how close to the top they are. Because we already checked if it was a wall, we only half to worry about height. If the difference between the player's minimum boundary (the bottom of their collision) and the top of the brush surface is less than the character's step height, then we've found a candidate for a step we can walk up.
      If we've found a proper candidate, we can do a quick collision check to see if there's any room for the player. We have to do this to ensure the player doesn't get teleported into a wall where to brushes meet or anything like that.
      If all of these conditions are met, the player can be teleported up and their momentum preserved.

  • @zedz2360
    @zedz2360 4 หลายเดือนก่อน +2

    Lord help you if you have to shoot a rocket at someone on stairs

  • @ex0347
    @ex0347 4 หลายเดือนก่อน +1

    i have an important exam in 10hours, why am i watching a video on tf2 stairs

  • @helohel5915
    @helohel5915 4 หลายเดือนก่อน +1

    What happened to the original video for the reupload?

  • @Drawing_Pad
    @Drawing_Pad 4 หลายเดือนก่อน +1

    Or Valve could just do what Garry's Mod did, having various clip brushes with different surface materials.

    • @LEDs
      @LEDs  4 หลายเดือนก่อน +1

      That wouldn't fix all of the problems though.

  • @UberSpah
    @UberSpah 4 หลายเดือนก่อน +2

    I wish the source spaghetti would be removed from TF2. Snipers, scouts, pyros are all just an annoyance, but spaghetti... is our true enemy.

  • @Frank_Erz
    @Frank_Erz 4 หลายเดือนก่อน +1

    Stopping trimping is a good thing though

    • @fantastikboom1094
      @fantastikboom1094 24 วันที่ผ่านมา +1

      I think the same. I do not consider it a game mechanic because... it is not. It's unintended behaviour that also makes no sense. Rocket jumping is more real and intuitive than this.

  • @jefflovett5924
    @jefflovett5924 3 หลายเดือนก่อน

    I don't give a fuck about stairs in TF2, but I love the dedication it took to make this video.

    • @LEDs
      @LEDs  3 หลายเดือนก่อน

      Thank you 😊

  • @CK-eb5tq
    @CK-eb5tq 4 หลายเดือนก่อน +1

    Can believe that you namage to make a video about stair in a game interesting.

  • @superbasement4.567
    @superbasement4.567 4 หลายเดือนก่อน +2

    in my point of view, editing the player's body movement with the stairs and similar levels would be better than a character's body floating in air while "walking" on stairs like cartoon physics.
    I admire many creators effort of fixing the stairs, but I also recommend to fix the mercs movement so it will look realistic.

    • @DrHundTF2
      @DrHundTF2 4 หลายเดือนก่อน +2

      That would probably require IK leg rigs, which might be possible. I think a Gmod addon did this, and I even saw the tech used in 2002 in Ratchet & Clank, including responsiveness to the surface’s angle

    • @superbasement4.567
      @superbasement4.567 4 หลายเดือนก่อน +1

      ​@@DrHundTF2 true, Ratchet & clank had that.
      I don't understand coding but as an editor I understand how it works from a directing and looking for x solution.
      So I would like to see that in TF2, and in the big update (I HOPE SO) they add it.

    • @fantastikboom1094
      @fantastikboom1094 24 วันที่ผ่านมา +1

      @@superbasement4.567 The problem is Valve doesn't really care so anything related to code fixes/additions is impossible. We can only help it with maps and existing properties for assets.

    • @superbasement4.567
      @superbasement4.567 24 วันที่ผ่านมา +1

      @@fantastikboom1094 Let's mention this in our FixTf2 invasion !

  • @CorpsesReborn
    @CorpsesReborn 4 หลายเดือนก่อน +1

    Stairs on 2fort right next to spawn can be shot though with engis turret, any info on how those stairs are setup?

    • @LEDs
      @LEDs  4 หลายเดือนก่อน +2

      They use clip brushes, so your bullets can go through the spaces between the steps

    • @CorpsesReborn
      @CorpsesReborn 4 หลายเดือนก่อน

      @@LEDs Ahh thanks, explains that engi spot. :)
      Edit: btw that spot is a great anti bot position. rescue ranger ontop with a dispenser and the bots tend to shoot the stairs, if you have the turret placed right its a easy strange farm

  • @IamBread_01
    @IamBread_01 4 หลายเดือนก่อน

    What program are you using to edit and play the map

    • @LEDs
      @LEDs  4 หลายเดือนก่อน

      I edit the map in Hammer and load it up in regular TF2

  • @Zero2HeroX
    @Zero2HeroX 4 หลายเดือนก่อน +1

    God i fucking love the source engine so much

  • @n0range689
    @n0range689 4 หลายเดือนก่อน

    Hey LED, how do you record your gameplay on custom maps?

    • @LEDs
      @LEDs  4 หลายเดือนก่อน

      I use two computers so that I can record on one of them and act out the scene on the other. I also record demos for when I need to show two players.

    • @n0range689
      @n0range689 4 หลายเดือนก่อน

      I feared that you might say that. 😢

  • @meemdic8682
    @meemdic8682 4 หลายเดือนก่อน

    “Stairs in source have always been a _bumpy_ issue”

  • @atticusnari
    @atticusnari 4 หลายเดือนก่อน

    I don't know why TH-cam decided to hide this from my subscriptions. They know I clicked these videos immediately when I see it

    • @LEDs
      @LEDs  4 หลายเดือนก่อน +1

      😟

  • @MrGermandeutsch
    @MrGermandeutsch 4 หลายเดือนก่อน

    I've always used a compromising solution for the "first/bottom-stair-syndrome", which was to simply make a second clip brush, but with an additional ramp on one or either side as well. However, I'm not sure how this impacts gameplay though.

    • @LEDs
      @LEDs  4 หลายเดือนก่อน +1

      Several people have commented that they do this, but it's still kind of weird considering that you start floating in the air when you're not even in front of the staircase. It can work if you have a stair that is extruded outwards, but if it's flushes with the neighboring walls, it's weird.

  • @jeanlucnurrenberg2083
    @jeanlucnurrenberg2083 3 หลายเดือนก่อน +1

    IT KEEPS HAPPENING!

  • @baconlabs
    @baconlabs 17 วันที่ผ่านมา

    Professor Mann has ONE weakness!

  • @Drunken_Hamster
    @Drunken_Hamster 4 หลายเดือนก่อน

    So what we really need is a brush that makes a smooth ramp for player collisions, projectiles, explosions, and particles, but allows hitscan passthrough, draw decal passthrough, is invisible, and has a configurable surface sound?

    • @LEDs
      @LEDs  4 หลายเดือนก่อน

      Yes. But also, things like stickybombs have to stick to it and not deflect off.

    • @Drunken_Hamster
      @Drunken_Hamster 4 หลายเดือนก่อน

      @@LEDs That was implied with collisions/projectiles. Anyway, I scrolled through the comments and saw some interesting stuff and want to ask if you've experimented with some of the things suggested or otherwise further done more research/testing and possibly found a solution?

  • @OracleandCormac
    @OracleandCormac 4 หลายเดือนก่อน

    Who paying attention to stairs whilst also seeing ur friends get kaboomed from a random crit sticky shot be a f2p

  • @xinus2286
    @xinus2286 4 หลายเดือนก่อน +1

    im sure someone has already asked this. but would using $additive instead of $translucent fix the rockets passing through? if you make an additive texture that is 100% black. it should just be insivible in theory.

    • @LEDs
      @LEDs  4 หลายเดือนก่อน +1

      Yeah, somebody brought it up, but I haven't tested it yet

  • @apchistuz
    @apchistuz 3 หลายเดือนก่อน

    what about a func_brush with the material type you want to use (wood, metal, etc) but in the render mode you set it to "Don't render"

    • @asda211-vq6zd
      @asda211-vq6zd 3 หลายเดือนก่อน

      It'll be like blockbullet2 since it's basically an invisible wall

    • @LEDs
      @LEDs  3 หลายเดือนก่อน +1

      stickies bounce off of func_brushes

  • @leevi660
    @leevi660 4 หลายเดือนก่อน +1

    At 7:24 you probably meant translucency. Transparency means a different thing.

    • @LEDs
      @LEDs  4 หลายเดือนก่อน +1

      I was trying to talk in Layman's terms

  • @d0tbel
    @d0tbel 4 หลายเดือนก่อน +2

    love your videos :)

    • @LEDs
      @LEDs  4 หลายเดือนก่อน +1

      Thank you!