TF2's Door Problem
Ойындар
TF2 has a door problem. Let's fix that.
0:00 Intro
0:20 Door Mechanics
1:26 Spawn Doors
1:50 Visualizers
3:04 Taunting Into Spawn
4:25 Teleporting Into Spawn
6:31 Damaging Through Doors
8:49 Door Stuck
9:32 Deadly Doors
11:09 Door Launch
12:32 More Door Stuck
14:54 Outro
▶ Shooting through Walls Video: • Which TF2 items can Sh...
Shorts featured in this video:
▶ Taunting into Spawns: • TELEPORT into Enemy Sp...
▶ Flamethrower through Doors/Walls: • Pyro's Flamethrower is...
▶ 2fort Door: • This Door on 2fort is ...
▶ Mercenary Park Doors: • These Doors CRUSH You!...
▶ Frontier Door: • You can BREAK this Doo...
▶ My other TF2 stuff: • TF2
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Пікірлер: 416
I find it funny how almost all of these problems are caused just by mappers using the smallest grid size
@johnarbuckle6775
5 ай бұрын
Shounic be like
@YippingFox
5 ай бұрын
Having no experience, wouldn't a larger grid lead to the same issues?
@ItzaLukkeri
5 ай бұрын
@YippingFox No. The funny part about the small grid is that literally every single Hammer tutorial tells you not to use it often. Not using a small grid is like Hammer 101, but it's often easy to forget why. I've had problems with maps myself caused by a specific entity being 1 single unit too small.
@BacenticFlam
5 ай бұрын
hammer editor grid size door
@DRAGONFLAIR2008
5 ай бұрын
Every time the hammer editor is mentioned a source creator dies
Yes I WILL watch a 15 minutes video about the doors in the Team Fortress 2 video game!
@Ledplous
5 ай бұрын
Same
@rgbatom5145
5 ай бұрын
Door enthusiast
@KusanaG11
5 ай бұрын
Flashback to 3kliksphillip and dust2 stairs.
@DeadMemeMan
5 ай бұрын
"They'll watch anything if it's TF2 related! Just watch."
@TheyCallMeSol
5 ай бұрын
Oh yes an i will also LEARN ABOUT DOORS and HOW TO GET INSIDE ENEMY'S BASE during all these 15 minutes
7:13 There's a check that happens every item Pyro attempts to use his flamethrower meant to prevent this from occurring. Standing inside a teammate causes the check to be disregarded and the particles spawn anyways. I think Shounic covered it at one point.
@bakugo_v8
5 ай бұрын
Yep, if you stand inside a teammate, the trace check that is meant to stop the flamethrower from firing if it hits the world will hit the teammate instead of the world.
@SparkyCas
5 ай бұрын
So it got confusd. Kind of just returning 0 type of situation.
@caramelldansen2204
5 ай бұрын
*time 😊
@_pancakes1734
5 ай бұрын
@@SparkyCas guessing but, i don't think it's getting confused. i think it sees a teammate and intentionally fires anyways to prevent close-by teammates eating your flames, just like how close by teammates don't block projectiles. They just forgot that there might be a wall as well as a nearby teammate. again, this is just a guess.
@Vashzaron
4 ай бұрын
Reminds me of an ancient glitch that you could shoot people with the sniper rifle through doors if there was a teammate covering your shot
I know exactly why the dustbowl door opens upside down. It happened to me. Look above it. Imagine the door’s size. It WILL go up and create an invisible wall on the roof. The ceiling isn’t big enough to hold the door inside. So we make it go down instead. Good thing they caught on that, because it’s hard to notice it if you playtest alone, I mean, who’s gonna open the door for you if you’re above ?
@LEDs
5 ай бұрын
Wow, I’m surprised I didn’t think of that. Good observation!
@DrHundTF2
5 ай бұрын
@@LEDs it’s the sort of things you only notice when it has happened to you.
@tadziu2400
5 ай бұрын
I believe It did work like this in the past and they changed It to fix the invisible wall. No? Or It was just my dream?
@DrHundTF2
5 ай бұрын
@@tadziu2400 from the wiki page on the map: March 5, 2014 Patch Fixed Red team's stage 1 spawn door pushing players in the air.
@tadziu2400
5 ай бұрын
@@DrHundTF2 So everything is okay with me. Thank god
Why doesn't valve just hire this guy
@Helgasonn
Ай бұрын
Fr
@Gooberthatreallylikesfallout
Ай бұрын
@@Helgasonn get LED and shounic working for VALVe and the games problems will be fixed
You should make a compilation (guide) of mistakes that map makers can make. So that when a new map maker wants to create a map, they know what mistakes to avoid.
@shinobuoshino5066
5 ай бұрын
biggest mistake is believing that tf2 needs more shit maps when existing ones will never be fixed
@ComparativelyRegular
5 ай бұрын
@@shinobuoshino5066 Get this man a true.
@omppusolttu5799
5 ай бұрын
@@shinobuoshino5066 biggest mistake is presuming all mappers make maps specifically so valve includes them in the game (very unlikely)
@shinobuoshino5066
5 ай бұрын
@@omppusolttu5799 why would you make a map and then publish it on steam if you aren't interested in making a map that will be scrutinized in public?
@omppusolttu5799
5 ай бұрын
@@shinobuoshino5066 Community servers? Also someone might just enjoy making maps.
I think one of my favourite doors is upward blu forward spawn in the tunnel. The door brush opens upward, meaning if someone is in the tunnel segment above the spawn they collide with the door. In an open state it pokes about 40 units out of the ground.
If you haven't died to a spawn door in mercenary park, you haven't played TF2 the right way! 😂 Great video, dude!
@JohnJones-mp3in
5 ай бұрын
dustbowl doors ☠️
Most of this problems come from the fact their didn't use instances back then, a instance is like a piece of a map with props, triggers, door etc, so instead of making the same door over and over you make it to a instance and then just reference it all the times that you need it. And if you find a bug, change the instance and it gets updated to all the maps that use it(they need to be recompiled). Valve enforced instances when building Portal 2's maps, the puzzle's devices are also made from a bunch of different entities working together, if every time these get used the devs change some of them or have to make them from scratch these are more prone to develop problems.
I like LED. He dosen't try to sound smarter than everyone else, makes good and informative videos, and isn't afraid to admit when he doesn't know something. Keep it up! 😊
@LEDs
5 ай бұрын
Thanks for the very nice comment!
I actually did not know about that door on Frontier permanently closing
LED is now like the 3kilksphilip of tf2
@LEDs
5 ай бұрын
Hopefully all of my subs are also subbed to him!
for the door launch section of the video (11:10), the func door likely moves down so players standing above the door wont get blocked while trying to walk through it while open. this is a problem in some other community maps, but is most notable above blue's 2nd spawn on upward. once the door is open, you cannot enter the side tunnel without crouch jumping over the door.
I think the hoodoo door may have something to do with the sign above it, maybe it has that wacky collision like some of the signs on upward, causing the door to ignore any players blocking it
4:55 Love how heavy wastes no time punishing scout for existing
As someone who has been curious to get into mapmaking, thank you so much for this guide on how to let enemy players into spawn. I'm always disappointed when a map doesn't have at least one funny exploit you can do, so being able to make sure there's at least one on any map that I make really warms my heart.
@LEDs
5 ай бұрын
LOL
I expect a detailed tier list on every TF2 door soon
13:46 sounds like it could be a floating point issue. Try placing the door in the same worldspace coordinates as well
the door on dustbowl isnt set to down because "valve didnt notice", its because otherwise the invisible door brush would clip through the top of the walkable area above the door, this is also why they used the animated prop instead of the parented one.
“The shutter doors here *do* get a bit quirky at night”
Before Sketchek transitioned (into a vtuber) and deleted his videos, he had some videos explaining how overlapping with an entity (e.g. traffic cone, players) can "boost" your flames. That's probably why 7:14 happens.
@thegrayseed2792
5 ай бұрын
Sketchek become a vtuber? Got a name?
@GrachiPlays
5 ай бұрын
@@thegrayseed2792 name is sonny brisko, pretty sure its confirmed to be him
@bobbyferg9173
5 ай бұрын
Sketchek coming back from being "dead" to becoming a vtuber and deleting his old videos is like some monkey's paw horrific resurrection
@awsomebot1
5 ай бұрын
@@bobbyferg9173 He visited Japan once and through this somehow convinced himself video games ruined his life, so he decided to fake his death in order to leave his youtube channel. Overall pretty degenerate behaviour so it makes sense he'd end up a vtuber.
Getting stuck in a automatic door is one of the funnier parts of tf2, second only to the door that kills you
for a moment I thought you were about to mention *that* door
@bananashoplifter3440
5 ай бұрын
The one that shouldn't exist? Yea, same. Delightfully surprised that wasn't the case tho
10:59 do it on purpose and put up a sign that says "To be weary of the sentient doors. They take there vary job serious. They can not be reasoned with and are vary offended of people loitering."
Door stuck door stuck
"There's no reason the doors need to be this way" Yes, it's hilarious
I’ve seen people get stuck on that door on badwater
Something i learnt while using Hammer, with the RespawnRoomVisualiser, while it is a bit of a jankey fix (But lets be honest its hammer, of course it is), there's the Fit button when looking at the texture for the no_Entry that scales it to the size of the visualiser, it can end up looking weird for some doors but for spawnroom doors it looks relatively alright since it only scales up a small bit, that way you can put the visualiser to the size of the door and not have to worry about the issues of the taunts getting through
@LEDs
5 ай бұрын
I don't use it for spawn doors because it fits both axiis, causing the horizontal to be stretched
@pixelminer5880
5 ай бұрын
@LEDs yeah, that makes sense, it's partly why i mentioned it was a jankey fix, but it's just something I thought of
The amount of nines in that damage for the door tells me that valve did not like working on merc park lol. Time to abuse that frontier door now.
it feels i watched it before it even published
I can recall like 3 different times where I've gotten stuck in that Badwater door. The worst of all is the defender doors on Swiftwater, I have gotten stuck in those doors a few times over the years.
10:04 I'm pretty sure I died without the enemy team having capped the first point once, it was pretty annoying..
On badwater the same thing that happens with that door can happen with the sign that pops up right near it. Got stuck in it many times.
One of my fondest memories of tf is the COUPON BUG and DOOR STUCK screaming from that era of youtube and tf2 so this is the best video ever
13:40 maybe there's some floating point rounding thing that requires a specific position to trigger it
4:51 Trecherous Volvo literally unplayable now
Wish the community could hotfix the game with a little more freedom. Obviously not absolute power but have some verified community volunteers to hotfix the game. They fix things, submits them to The Eric, they approve the changes and it gets pushed to live.
Ends with door stuck, a man of class.
6:24 BLU's second spawn in Altitude, but only on the smaller side door.
@Syamfprch
Ай бұрын
It happens in camber aswell i think, of you go to 3rd BLU spawn as a RED you end up back in your spawn.
“Oh good, a concussion!”
i feel like they should try to make a template that's like "func_spawndoor" that includes all of these fixes and just replace all of the spawn doors in the whole game with the canned asset, just choose what kind of door it is (double, up, down, left, right) and its static model for animation, and everything else is just automatic (noentry protection, nobuild protection, open triggers, etc)
Hilarious that after seeing this vid on my feed for months, the day before I decide to watch it, I get stuck in the door on badwater, which you called rare
@LEDs
19 күн бұрын
nuts
First the stairs, now this? PREPOSTEROUS!!!
On dustbowl, the func_door moves down due to the roof above it being playable space. If it opened up, the func_door would become an invisible for anyone on the roof.
Hell yes, I’m gonna watch this all the way through. A 15 minute video about the doors in TF2, awesome.
DOOR STUCK! *DOOR STUCK!*
After 65 million years in development, hopefully it will have been worth the wait.
It happened to me! I got stuck inside that exact door in Badwater, and I had to killbind to get out
That mercenary park death spawn door is like deathrun inserted into the vanilla game; nightmare fuel. Great video, very informative this should be a PSA for any map makers using hammer. I've only seen the hoodoo door glitch of players bounding boxes getting stuck in the spawn door at least once and I've been playing TF2 since 2013.
valve, hire this man.
14:15 I discovered that myself a few days ago. The only purpose it could have is to have a stupid red teleport behind enemy lines, and make it harder to kill, because the door doesn't open. However the geometry above is a chokepoint, so I doubt it is viable.
I am surprised these issues even exist to begin with.
This was really interesting! Having played tf2 for so long I always wondered why some of these things happen. Thank you, LED!
I got stuck in badwater doors once and it wasnt on purpous
Love these sorts of videos man, tf2 mapping is so interesting, keep it up! :)
Trouble at home? Add another visualizer. Trouble at work? Add another visualizer. Don't want the door to kill you? Add another visualizer.
12:58 YO WHAAAT, I THINK I REMEMBER SEEING THAT HAPPEN. i think it either happened to me or i saw someone get stuck right in front of me, or maybe both happened in different games?
TF2 has a lot of problems
Did not know about the trigger_hurt region between the doors of badwater. Guess it was passed over on the pro variant.
The heavy is STUCK!
i always covered the entire respawndoor with visualizer while i making my own map i hope one day you made a video how gates opened cuz it doesnt work well for me anyway great video led keep it up 👍
i wonder if the teammate is necessary to push you closer to the wall for the pyro glitch, since walls typically have that push you a few hammer units away property
I can see Valve devs watching this video and shivering thinking about the spaghetti code and the amount of work it would take to fix these problems
@starmaker75
5 ай бұрын
Seriously I can image tf2's spaghetti code being as bad as smash bros melee of being buggy but somehow being very playable
i think there is a reason why the doors need to be that way, which is that its mad funny for a scoped in sniper to walk through and just get bopped on the head
man so many of the exploits you mentioned I remember seeing in Delfy, that's pretty cool
13:38 hammer quirkss
Finally a solution to the door problem
I got stuck in the enemy door for like a minute after killing an engineer coming out of it and no one came out to that the whole time, until a spy did and killed me on the way out
i love that all the suggestions for the door clipping fails in any game where you can get over 1000 hp as you can use an engi to telefrag into you and walk thru the doors with ease as long as your hit box's over lap because of the game code
I'm not even a mapper and I love your videos LED, keep it up!
2fort already knew about this problem and fixed it with its secondary spawn doors
On Upward's second spawn it's also annoying when people leave spawn and the door over extends above and blocks the path on the bridge and you need to croutch above it.
This guy can solve every tf2 valve problem
@LEDs
5 ай бұрын
Nah, there are some things I can't explain. You'll see in the next vid
@Q27Forever
5 ай бұрын
@@LEDslike why spy was in tf1
I remember when I first made a fully function in spawn room, and my map was literally just two spawns next to each other and go out in this tiny main room and that was it
@LEDs
5 ай бұрын
trade map
doors have always seemed like a main problem in humanity to me. They are pretty much the only thing stopping us from evolving into better species and possibly gaining infinite knowledge. Thank you for making video, this is a great start. This video is just a start of the revolution against doors, it will go from doors in video games to doors in real life. #Antidoor!
the janitor has some real competition right here
don't you dare get them to fuck with my funny doors
The thumbnail led me to believe that someone was somehow able to spend 15 minutes talking about bumping into the corners of door frames
door stuck
Such simple warnings of potentially unwanted behavior, and/or visual cues, that could be added to the software, but that's too much to ask.
This is what years without an update-sized update do to a game's creators, we get to talk about doors now
To be honest, Wutville is so broken, I would say the spawn rooms are the least problematic.
One possible way to solve some of these problems is adding a second door with a slight gap between both doors so one door is closed while another is open (not regarding multiple teammates)
I like the spawn doors in Suijin, you can crouchwalk into the edge of them
I just make one visualizer out of multiple brushes. One square one with the no entry texture, the rest textured with nodraw. I've always done it that way. I only recently even _knew_ official maps ever did it differently.
@LEDs
5 ай бұрын
It'd be easier to just use 2 and have the bigger one overlap the smaller one
DOORSTUCK DOORSTUCK OUTTA MY WAY SON
informative and pleasant to watch, instant sub :3
I hope there’s a big door revolution now on TF2 maps
Mercenary Park has the right idea, ever door should have the ability to kill you
I got stuck in a door on swiftwater once as a checkpoint was reached and the door became unavailable and my teammates just spammed the laugh taunt at me
It's sad seeing all the funny map glitches get "fixed" out of the game. The frontier one especially hurts as now you have have to put to put tele exits out on the stupid catwalk lining your teammates up for snipers like a shooting gallery.
They could've just enabled the clamp x and y on the vtf to stretch the brush without repeating, as its sides are transparent
This reminds me of how in the orange box for the xbox 360, there is a hole in one of the barriers for the 2-fort spawn doors.
@zebrapringlez3141
5 ай бұрын
Also, you would have to crouch to enter the enemy spawn
The funniest part to me is just that func_door is meant to be interpreted as “functional door”, or, more specifically, “the actual door”.
Thanks for intel. Now time to spawncamp
Ay this is perfect material of things to note.
But enemies coming into your spawn is what makes TF2 funny
That pyro hat is absolutely cursed.
11:00 That's a nice Invis Watch Troll
@LEDs
5 ай бұрын
I'm curious if a few red spies cloaked in front of blu's temporary spawn door cloud slaughter an entire wave using just the door
"Oh good, a concussion!"