Upward's Dark Secret [TF2]
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- Опубликовано: 28 сен 2024
- durrbill loses it
3kliksphilip videos:
Stair Clipping in Counter-Strike - • Stair Clipping in Coun...
The Spiral Staircase Saga - • The Spiral Staircase Saga
My mf DAWG deroplat:
/ deroplat48
MY SOCIALS:
/ durrbill
/ durrbill_
MUSIC USED:
A Hat in Time OST - It's Raining in Mafia Town
A Hat in Time OST - Murder on the Owl Express
A Hat in Time OST - Train Rush
A Hat in Time OST - Clocktowers Beneath The Sea
slightly more meta-esque type tf2 video. definitely interested to see if people enjoy this kinda content, would be down to do more of it in the future
yes please. I can't consume enough of this type of stuff
you should talk about counter strikes clipping lol you have a feild day with that
Yessss
Always cool to peek behind the scenes and see some of the silly TF2 design shenanigans
when they don't clip the bottom step, that is to make it easier to tell if you're on the stair or not.
my grandma also hates stairs
Bro same
For real
she was so real for this
@@durrbill real
@@durrbillreal
Clipping's a very simple thing, but easy to forget when you make last minute changes
Fun fact: For stairs, you should use block_bullet textures instead of player_clip textures, since while player_clip allows explosives to pass through and explode in a position where the majority of the explosion gets eaten by the stairs, block_bullet explodes the rocket early in such a way where it'll cleanly hit across the entire stair geometry.
If you've ever had your explosives mysteriously not do damage to someone appropriately using the stairs before, this is why
Or just Clip it, it block both player and explosives to not be awkward.
NERD EMOJI!!!11111 🤓🤓🤓🤓🤓🤓
no way it's conga ror2
@@michaeljonathan9715
Clip brushes only stop players.
Block bullets stops players and bullets.
Use block bullets on your stairs.
explosion bugs also can happen on slightly uneven ground and it's endlessly frustrating
I don't trust stairs. They're always up to something.
They're always up to SOMETHING
That's the 143rd time I've complained about stairs
Haha😐
And down
Stair stabs
When I realized the joke I felt like backstabbing you even though we are probably in far away countries from eachother
As someone who makes maps, specifically for Garry's Mod. First stair clipping is always a rather annoying issue, the issue is that you obviously want your stairs to be nice and smooth, however if you take that clip brush flush to the ground over the first step you then get a problem where if you run at the first step from the side it has an extended collision because of the clip brush protruding past the step. Really the only solution for this problem is to make sure that the stair set is set into the wall or surface etc at least one stair length so as you cannot run at the first step from the side.
I normally bevel the edges of the stairs
I usually bevel or make the slope leading to the first step just shy of 45° to lessen this effect as much as possible.
I find having one bump upon starting up the stairs usually isn't too bad.
You can just add another small triangular slope to the side of main clip that's poking out.
My absolute favourite clipbrush is in Left 4 Dead 2. On the first map of Cold Stream there's a small rock holding up a fallen branch you need to walk over to reach a ledge. For whatever reason, the clipbrush of this rock has been smoothed out over what must have been a completely different and much larger rock model, letting you just kind of stand in the air for a good five feet next to the actual rock
Old rock model got replaced when Cold Stream was officially brought over.
@@PretzelSage Yeah, that's what I figure, but it was never fixed. Cold Stream has a lot of weird clipping but in a "community map weirdness" kind of way. That rock is hilarious.
@@VanessaMagick there are 2 versions of the map on the workshop, if the many inconsistencies and bugs happen to bother you. One is a "fixed up" version of the one we have now, no changes other than scripts and clipbrushes (specifically that rock you mentioned). The other brings back the original models, which also fixes that.
I could totally watch a "talking for 12 hours of Upward" if it was made by you
Thankfully I learned clipping early on and always get suspicious when I don't see enough pink in my maps
I make GMod maps rather than TF2 and I still playerclip everything
So THAT'S why playing Demoknight feels like the game's actively working against you.
the button labeled "CM" on hammer allows you to see collision meshes for props/models if they have one. if its yellow then the game is using that props collision mesh, if its purple then its collision mesh was turned off and it was probably clipped differently or something. a tip for future hammer videos
oh appreciate that, i tried googling it for a bit but couldn't quite find the right combination of terms to figure it out, much thanks
9:20 bro mentioned Junction like people actually play on it 💀
much as dante was guided by virgil to the depths of hell, i too have taken my own voyages to the depths
I like Junction.
@@Bacxaberreported for terrorism
@@Bacxaberbaxcaber likes junction? SoT has fallen billions must grind Athena
@@uhoh6166on... SAFER SEAS. 😱
You know, I've played Overwatch and TF2 for over 1000 hours each and when I noticed something A LOT in OW that I never noticed in TF2, and that was getting stuck on walls and little objects that stick out of the wall leading to my death and seeing you talk about clipping in the source engine at 1:08 made a whole lot of sense to me. I wish OW would add something like that to their maps because it's a fucking pain to get caught on a lip of a wall while you're trying to back out.
It’s funny how quickly you went from empathizing with the map creators to completely shutting on them once you realized it was a valve map 😂
one of the most immediate things noticeable in this video is that you have such a great delivery and commentary voice, something that a lot of larger channels seem to struggle with. top notch editing too!
i hope this channel will blow up in the next few months
Uhhh, this would explain why rocketing over slopes felt like it never worked on this map. All the vital slope/trimping staircases aren't clipped properly and it'd just make me think I was performing trimps wrong lmao
thanks for clearing that up cutie. Def talk more tf2 nitpicks and gripes!
Love the writing! I like the way you used a common frustration in some players to show the mechanics of an underappreciated part of map design. hook with a 'has this ever happened to you' moment and turned it into a wonderfully written informational video!
Very true! Upward is known for it's clipping issues: those spots where you get stuck in infinite falling state, those signs where you get stuck forever, angled walls for wallsticking and more. In my opinion most of those stuff add depth to the map but those stairs may indeed ruin experience for some people.
Let's not forget those cliffs near spiralling bridge that were patched like 3 times and you still can go out of bounds in there xd
I got pushed into the sign as a medic with 90% uber - a moment of silence for the game that valve threw
*its
5:09 i love the duality of worst stairs possible right next to a clip so good it's z-fighting with the stair prop
As I map maker I get unnecessarily upset when i find unclipped stairs in official maps lmao
However I do want to add that some people do leave the first stair unclipped deliberately as a way to give visual feedback to the player that they have began climbing the stairs, differs between map makers tho. Personally I try to avoid it except for very specific circumstances
Also banger video, that's a sub for me o7
babe wake up new durrbill video just dropped
your pfp and name make this oddly funnier
always kept some of these stairs at the back of my mind to watch out for whenever i played on those maps.
missed opportunity to say "my good friend the clip brush, I keep running into him"
The thumbnail made me laugh, the very thought of a bunch of stairs being pure evil.
This is what no game update does to a comunity
great choice of music! I love hearing about these small design nuances that can have such a big impact. I started making a goldsrc map in hammer a long time ago but never finished it. I've been thinking about getting back into it.
It's always a good day when durrbill uploads
Love when people use a hat in time osts for their vids
that fucking staircase on upward has been bugging me forever. being a mapper, i knew it had to be sloppy clipping but i never bothered to check in-game because i was sure anyway. there we go. nice video bud😊
I like the Yume 2kki clip there at the beginning. I didn't expect to see that here!
we've dealt with it this long, we'll deal with it forever longer
> video starts out with a Yume 2kki clip
Aight I’m instantly subbed
I like when theres the jitter at the bottom step. Its another point of feedback for where I am. Its small enough that its not disruptive, but noticeable enough that it helps me navigate where I'm not looking.
1:38 wall is the spy
1:20 Getting caught on tiny little details in the walls and fucking dying because of it is my biggest peeve with Overwatch. The number of times I have gotten caught on some miniscule detail of the wall and died is too high to count
Great vid + Treat profile photo jumpscare at the end
I like when the first step is clipped because you get a bit of feedback as to when you've touched the staircase. I've also never gotten stuck on one in my thousands of hours wat.
disappointed there was no mention of rockets being eaten by stairs
There is another problem on Upward that I wish they would also fix. The spawn door in the tunnel when it is open clips into the pathway above that spawn blocking it.
i wonder what upward would look like without any of the miscillaneous buildings and such
"Falling into weird holes" 💀
First-stair syndrome is actually a conscious design decision. It happens to screw with ramp sliding very badly, but the reason it exists is because it gives visual feedback for knowing the exact moment you walk into a staircase, which in some scenarios can be very important. When it comes to clipping maps, generally stairs with a large gameplay focus will have the first stair not be clipped for that reason. In most cases, jumping classes will already be airborne if trying to rampslide, so it isn't that big of an issue. It also prevents some other random shenanigans and spies can take advantage of it to do extremely early stairstabs since the tiny boost in height is enough to get away with that.
(seriously try that, good players eventually develop muscle memory for avoiding spy stabs which you can take advantage of with those tiny steps. It doesn't matter that they have a huge amount of time to avoid it when compared to a traditional stab since they don't even think it's possible yet. I'm sure you've reached the point where you start to take advantage of the things everyone expects bad spies to do. I try not to rely on trickstabs, but it's the most satisfying thing ever to trickstab someone who is expecting a trickstab.)
"these are stairs"
"Dear god..."
"there's more"
"No D:"
I focused more on that NomNomNami pfp on steam in 0:14 than the actual video 💀
Literally best shit I've seen all day
8:18 That kind of staircase is done on purpose, they weren't thinking of you jumping backwards onto a staircase and having your momentum canceled due to geometry, they were trying to create a tactile response to alert players that they have just started going up a staircase. It's an outdated and oftentimes problematic philosophy, but it's also very much _not_ an accident.
How big man hasn't come to the conclusion that the stairs are not clipped to prevent from rocket jumpers from clearing the map so quickly for balancing purposes is beyond me.
I love your use of the A hat in time soundtrack
I love clip brushes, not just because they make the game easier to play, but also because it's fun to make them
Source spaghetti broke stairs. They worked in Quake, but in Valve broken them since HL1.
This video feels like a very old STAR_ video (this is a good thing btw). Way back in the day ster made a video talking about Badlands (or rocket jumping, one of those) and mentioned a specific spot just before the spiral where the clipping was off. Shortly afterwards it actually got fixed because that was back when TF2 had a dev team. If you're wondering where the spot was it's the little perch that faces spiral; there's a wooden plank in the spot that became smoothed out.
So THAT’S how Muselk found all those extreme rancho relaxo spots...
i've been malding over this bad clip for over 7 years now since without it, you could do another amazing rollout from spawn, like the og upward jump
2:10 Wait, what?! I never paid attention to this since now !
2kki in the intro mega based
*Stairs has an incline that needs an extra step*
TF2 Players: Well now this map is unplayable
3:24 Pier also has a beam that pushes you off
Damn i got Urotsuki jumpscared at the beginning.
The Dustbowl has also really ugly unclipped stairs on the first area, right after the first cappoint. Every single other stair on the map is clipped properly. But has a first-stair syndrome. Xd
tris discovered the boomerang tree.
Edges that block sliding? Now I see why they called it Upward, not Forward!
BABE WAKE UP NEW DURRBILL VID JUST DROPPED
i believe 3kliksphilip had a few videos talking about stair cliping in counter strike games a few years ago. i'd assume first stair syndrome is cured in valve by now...
It does explains couple of wtf moments I had years ago
Holy shit I didn't know the map editors for Source engine games where that WYSIWYG visually!
I still LOVE Upward.
I don't think a major update is gonna save us guys
There are more maps that use push triggers, Swiftwater being one of the ones that stand out in my memory. The tops of most (if not all, of the trees have push triggers to keep people off of them.
There is also one random push trigger that is above the payload track's bend in front of the garage that is out of the way of normal game play, it's just up in the middle of the air for some reason?
Jokes on you, I’ve already watched both of those stair clipping videos 😎
They gave me a lot of insight that helped me understand your vid with ease. Fantastic video yo!! I really enjoyed learning about these god forsaken stairs!!!!
You can see prop collision models in hammer by clicking the yellow stair icon to the right of the nodraw visibility button.
Edit: That is the walkable surfaces tool. It paints the walkable parts of collision models yellow and is filled in instead of just wireframe.
Imagine an update drops to fix this, only for Soldier to suddenly rocket (pun definitely intended) to the top of the Upward meta.
As a map-maker myself it's my god-given right as well as my duty as an American citizen to fully clip all of my stairs.
Mountain lab superiority
0:01 LCDDEM REFERENCE RAAH‼️‼️‼️‼️
Nice video, also I saw myself around the 7 min point XD (I remember that uber)
this the kinda shit that gets created when ur game hasnt gotten a real update for 7 years 😭
once we hit 8 years we gonna be getting "The DARK EVIL SHADOW SECRET behind THIS BARREL in 2FORT..."
I have a problem with most tf2 maps because of that one small detail in the walls you can get stuck on whenever I’m running away from an enemy I take a page out of dead by daylight and hug the walls so I can get just a little more distance when running away but no I get stuck on a little miniscopic wooden plank on the wall which sucks because the maps I play on usually feel as smooth as butter but the walls will always be a problem to me :( (ironic name I know)
so basically since your a good friend of something invis... that means your insane
i think this is a good video, mr clipping man
the real clipping hell is those concrete blocks by spawn on cascade rc2a which are solid or not solid depending on which server and plugins you're running
Based a Hat in Time music
There's one type of stairs that I will forgive for not clipping to smooth things out when going up and down them. Those would be: Spiral stairs.
What happens if you aim for sliding up the diagonal piece of wood on the side of that unclipped stairs prop?
If this egregious stair clipping was found in CSGO, now CS2, the whole community would yell at Valve to fix it and then Valve would immediately patch this lmao
I dunno why, i just love Upward.
I could play Upward and Badwater for days.
Holy shit, someone else who's favorite map is mountainlab? I thought i was alone here
Nice video! Clipping is a fascinating topic because of all of the weird quirks that naturally arise with it. There are a bunch of different ways to do it, each with their pros and cons. I'm actually working on my own video right now where I attempt to create the "perfect" staircase in TF2 and get around some of the problems associated with staircases that you may not think even have problems in the first place, or arise from so-called solutions to clipping that you'll find in this very comment section...
Truly, outrageous.
This reminds of me 3kliksphillips video about the dust2 stairs in tunnels in csgo
Bruh exactly 2 seconds after I say this he plugs the video
This is a staair
Drar god
i always die there for no reason
As a person who is in a wheelchair, I also hate stairs
this was a nice video to watch, pleasing
Dorbil
What game is your outro and intro from?
yume 2kki
TLDW and extremely tiny misspace of geometry ruins alot of movement options because of some seemingly unoptimized collission detection.
durr you have finally breached sanity
mmm.. 2kki footage. banger video
Holy carp that market garden is crazy 0:23
Thus could have been 2 minutes. Now every video has an introduction like some stupid journalist article
they always gotta start off with the absurdly obvious shit lmao i came here just to mess around with the absurd video premise but after watching it now im kinda hating lmao
this is another one of those videos that could've been compressed into 2 minutes if it wasnt for all the unnecessary fluff, like we dont need a fucking introduction on the map upward lmfao
The bane of Stephen hawkings existence:
by the way, what was the game you showed in the into/outro? it seems neat
yume 2kki!