Jump to content

Recommended Posts

Posted
On 7/11/2024 at 2:55 PM, Drempa said:

I hope this topic doesnt exist so we can use this topic for all map bugs/glitches, if it does please merge this topic there ?

 

Beginners2 

beach map, i spot an allies player spawning near ammo&health cabinets even before the construction of command post. at the very map start he killed himself and spawned in that area.

afaik ammo&health cabinets area can be spawned at after the construction of allies command post.

 

This bug would lead for easy map rush, allies can finish this map in less than 1 minute.

 

 

 

Here you go:

etl_beach.script

 

You Got This Harry Potter GIF by Sky

 

  • Like 1
  • Thanks 3
  • 3 weeks later...
Posted

I wanted to make a topic, but thought to give it a try here first.

      So The issue is on server "Jay1"  with map "Oasis".  The issue is Allies players can jump over the "Old City Wall".  If an Allied Engi manages to jump over the wall (which is very easy with double jump)  and he makes the front CP, the Allies team starts spawning there and it won't take another minute to plant dyno "Anti-tank Gun" which conflict with our FA Anti Rush Rule of not skipping previous objective to complete "final objective" 

 

I propose the solution:-

:- Fix the  old city wall with a barrier or,

 

:- Put anti-rush on both Anti-tank guns or,

 

:- Remove this version of Oasis with any other version till the problem don't get solved. 

 

 

Thanks. 

  • Like 2
  • Thanks 2
Posted


I think we have script on Forums that may help with that, but I don't know if it works with current version of Oasis we have on Jay1. @mraw435 should know better ? 

  • Like 2
Posted

You can use spawnpoint 4 at the beginning of the game to spawn you inside of the axis wall. Figured id post it here in case there is some setting that needs to be changed or someone knows the map maker and can let them know. I have done this on both Silent1 and the US Legacy server if memory serves me correct. 

2024-08-07-191154-etl_beach.dm_84

  • Like 1
  • Thanks 3
  • 1 year later...
Posted

The version of Italy in rotation on Jay1 has bugged announcements. The vehicle damaged/repaired announcement doesn't work, the first gold crate/second gold crate announcements only work sometimes, and I believe it only ever says first gold crate, which makes it difficult to track how many crates allies have taken. The map would be way more fun to play obj if you could hear the announcements properly.

 

I think I played on one of the other servers that had a version with these bugs fixed. Maybe someone else knows which one it is?

  • 100 1
Posted (edited)
On 8/2/2024 at 7:18 PM, tipsy said:

I wanted to make a topic, but thought to give it a try here first.

      So The issue is on server "Jay1"  with map "Oasis".  The issue is Allies players can jump over the "Old City Wall".  If an Allied Engi manages to jump over the wall (which is very easy with double jump)  and he makes the front CP, the Allies team starts spawning there and it won't take another minute to plant dyno "Anti-tank Gun" which conflict with our FA Anti Rush Rule of not skipping previous objective to complete "final objective" 

 

I propose the solution:-

:- Fix the  old city wall with a barrier or,

 

:- Put anti-rush on both Anti-tank guns or,

 

:- Remove this version of Oasis with any other version till the problem don't get solved. 

 

 

Thanks. 

The old city wall can be jumped in every mod. No double-jump is needed for that. But ofc I do agree that double jump makes it way easier and requires almost no skill to do. But I don't actually see it as a problem, rather its a feature of jay1. I like jay1 precisely for that reason. When double jump is enabled, maps play out differently than in regular servers. If skipping objectives is a problem, then maybe play other mods or defend better? If allies are jumping the wall, then axis need to cover the wall, and kill allies that are jumping the wall. Its really that simple. Imagine if in 1950-s people in charge of the NBA sayd "hey guys, I think we need to rise the height of baskets, because people are dunking the ball now, and its too easy to score points" Or smth like that... But they didn't. Instead teams adjusted their defense tactics and took in to account that dunking the ball is a possibility now. Same should apply to ET as well. If allies can jump the wall then axis need to consider that and stop allies from jumping the wall.

Edited by HarryAimpotter
Posted
1 hour ago, HarryAimpotter said:

I like jay1 precisely for that reason. When double jump is enabled, maps play out differently than in regular servers. If skipping objectives is a problem, then maybe play other mods or defend better? If allies are jumping the wall, then axis need to cover the wall, and kill allies that are jumping the wall.

I like this take but I also feel like it's a slippery slope between allowing something like a wall jump in oasis and some other exploits like, say, jumps to bypass walls on Minas. I know the difference should be obvious but we have enough trolls/rushers on the server that I think certain people will take a mile if you give them an inch. Regardless I think there should be antirush on the guns (plus the 5 minute rush rule still applies).

  • Like 1
  • 100 1
  • 2 weeks later...
Posted

Another issue is on Kerkyra on Jay1. The first tank barrier is super buggy as to where you can plant dynamite. Some spots that should be plantable don't register and others will seem to register and the announcer will say "dynamite planted" but it won't blow the barrier. Combined with the issue (not really a map but but a game problem) that when you're trying to arm dynamite near a damaged vehicle the pliers will always try to repair the vehicle instead of arming the dyno even if you're looking directly at the dynamite, it's very hard for the attacking team to advance. Theses issues make people leave or go spec because the early part of the map becomes very one-sided.

  • 2 weeks later...
Posted

The bots are hanging around the first gate on Minas on Jay1.

Seems to be a known issue just need to implement the correct waypoints below. (?)

 

 

  • Like 2
  • 100 1
Posted

Server: NoQuarter#1

Issue: Missing Waypoints for bots

Map: etl_bergen_v7

image.thumb.jpeg.b8268c710f321b3eae38e10b11a852b1.jpegimage.thumb.jpeg.ed5dbf07b7032bae2424cec869e741cc.jpeg

 

  • 100 2
  • 2 weeks later...
Posted

Bots missing waypoints on Beg 2 for Minas and hanging around 1st gate.

image.jpeg

image.jpeg

  • Thanks 2
  • Haha 2
Posted (edited)

Are you sure, as I see wp are on server? Asked ppl and they said those work @XeRoiX

 

//EDIT: I think you were right, new wp uploaded. Thanks!

Edited by RendeL
  • Like 2
  • Thanks 2
Posted
1 hour ago, RendeL said:

Are you sure, as I see wp are on server? Asked ppl and they said those work @XeRoiX


My photos are from last night "Friday, ‎January ‎16, ‎2026, ‏‎8:45:36 PM"

Here is a small video clip I just made right now
https://streamable.com/7mxyie
 

  • Like 1
  • Thanks 1
Posted
1 hour ago, RendeL said:

Are you sure, as I see wp are on server? Asked ppl and they said those work @XeRoiX

 

//EDIT: I think you were right, new wp uploaded. Thanks!


Thx for looking into it. Game on. 

  • Like 1

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.