smash head on ceiling = get full hp & ammo back

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  • Опубликовано: 19 май 2023
  • Music: BananaSlug ( / user-426347780 )
    channel discord --- / discord
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    [ todo list / current progress on upcoming videos / channel roadmap ]
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    [ hud / crosshairs / hitsound / killsound / gfx cfg ]
    big thanks to:
    ILDPRUT for their contributions in research
    FAQ:
    Q: How did you make that? What editing software do you use?
    A: I use Adobe Photoshop, Premiere Pro & After Effects. Photoshop for image editing and thumbnails. Premiere Pro for compositing and After Effects for motion graphics (the fancy animations).
  • ИгрыИгры

Комментарии • 445

  • @shounic
    @shounic  Год назад +327

    to clarify - the message at the end: 1 - not my opinion, but i was asked to make valve aware it is considered important to the jump community, & 2 - is about if valve should fix the root bug of the crouch shifting up and triggering trigger volumes, not to "not fix the resupply cabinet problem".
    personally i don't care which path valve takes, though i do think they should stop the resupply being triggered "incorrectly" because of this bug

    • @washedup3733
      @washedup3733 Год назад +19

      Oh no I wont be able to play the greatest maps of all time like jump_xhappy or jump_rickoconnell. What a huge loss that would be.

    • @cinquine1
      @cinquine1 Год назад +7

      @@washedup3733 This is jump_doodle slander

    • @tenderquirkydragon8643
      @tenderquirkydragon8643 Год назад +9

      I guess the best, but most tedious fix to this bug is to account for every map that has a 16 unit floor and increase it slightly in a map editor

    • @cinquine1
      @cinquine1 Год назад +14

      @@tenderquirkydragon8643 It's probably faster and definitely easier to do that, vs actually trying to change the engine logic. There's way more that can go wrong there vs just grabbing a beer and spending a couple hours hammering.
      This is a bug found in all source games so you're going pretty deep, any changes there will need a ton of testing to make sure they don't cause different bugs.

    • @tenderquirkydragon8643
      @tenderquirkydragon8643 Год назад +7

      @@cinquine1 True, knowing Source, adding a few units can range from nothing happening to causing a singularity

  • @John_Smith_Dumfugg
    @John_Smith_Dumfugg Год назад +5049

    To be fair, TF2 Soldier slamming his head on the ceiling and gaining full health is a very TF2 Soldier thing to do

    • @livenishikireaction
      @livenishikireaction Год назад +221

      shovel taunt having the effect of kritzkrieg taunt? all for it

    • @JustAHat
      @JustAHat Год назад +199

      he forgets hes injured

    • @SD11A
      @SD11A Год назад +111

      no thought - no hurt

    • @w4terbucket
      @w4terbucket Год назад +80

      pain is weakness leaving the body

    • @gnome3740
      @gnome3740 Год назад +29

      the handsome squidward effect

  • @RayanfhoulaBR
    @RayanfhoulaBR Год назад +3654

    The actual reason this happens is that you hit your head so hard you forget you had low health and ammo.

    • @Vexcenot
      @Vexcenot Год назад +132

      Or you remembered how high your health and ammo should be

    • @EonTheAien
      @EonTheAien Год назад +103

      Reminds me of this Pokemon move called Amnesia, and it greatly increases your special defense because the user "forgets the hit it's taken"

    • @thegrayseed2792
      @thegrayseed2792 Год назад +55

      Ah yes, Dementia method of healing.

    • @elecric
      @elecric Год назад +67

      Has alzheimers:
      Forgets you have alzheimers:
      No longer has alzheimers

    • @theitalianmexican1035
      @theitalianmexican1035 Год назад +12

      My theory is that you hit your head so hard that you start hallucinating fake health and ammo.

  • @kalin4452
    @kalin4452 Год назад +905

    First, there were the signs. Now there are the ceilings. I love old maps.

    • @O5MO
      @O5MO Год назад +7

      Upward is not really that old though, and such bugs exist in lots of maps, but they are encountered more often on upward, especially the sign.

    • @zzyxxyzz5442
      @zzyxxyzz5442 Год назад +30

      ​@@O5MO 2010 isn't that old???

    • @O5MO
      @O5MO Год назад

      @@zzyxxyzz5442 not 2007

    • @kalin4452
      @kalin4452 Год назад +4

      @@O5MO Badwater was released in 2008.

    • @zzyxxyzz5442
      @zzyxxyzz5442 Год назад +26

      @@O5MO so anything that wasn't in-game on launch is brand new to you???

  • @verbugterherrderdunkelheit6086
    @verbugterherrderdunkelheit6086 Год назад +404

    The bounding box shifted in the 4th dimension, touching the resupply, giving Solider full health and ammo by propelling his head against the roof using explosives.
    Classic Team Fortress

  • @AverageBreastMilkEnjoyer
    @AverageBreastMilkEnjoyer Год назад +119

    This video made me realize that TF2 maps are actually impressively well designed in terms of space. I never realized there was two spawnrooms really close to each other, it always felt like they were really far apart.

    • @snubcubebct
      @snubcubebct Год назад +14

      Upward is a huge spiral if you look at it from a birds eye view, kinda why it's called upward in the first place I guess

    • @DarkestFaux
      @DarkestFaux Год назад +16

      a tightly packed interwoven level designed to feel way bigger than it actually is a trait common to a lot of the most well known level design; tf2, dark souls, and gta san andreas to name a few. a master level designer understands that many times less is more, and avoiding long stretches of unnecessary space or excessive linear corridors helps keep the player engaged. a vertical layout with multiple levels of elevation on top of each other like certain TF2 levels and the Dark Souls map is also an underused but effective strategy for a "large-feeling" map that can still allow the player to get between areas of action with little downtime. elden ring is a genius example of a hybrid between open world and tight vertical level design, because in the open world you have Torrent to help you get around quickly, and the geyser things to jump to other elevations. but the areas where you can't use Torrent make good use of multiple floors with elevators and ladders between them.

  • @buzzlightyer2948
    @buzzlightyer2948 Год назад +870

    i wish it worked like this in real life

    • @endaburns2121
      @endaburns2121 Год назад +108

      It does. Smash your head off your ceiling.

    • @kalin4452
      @kalin4452 Год назад +169

      There is a resupply cabinet in your walls. Rip it out.

    • @buzzlightyer2948
      @buzzlightyer2948 Год назад +64

      @@endaburns2121 hi typing from the hospital do i send you a postcard

    • @endaburns2121
      @endaburns2121 Год назад +16

      @@buzzlightyer2948 Yes please :)

    • @manboy4720
      @manboy4720 Год назад +30

      @@buzzlightyer2948 ze healing is not as revarding as ze hurting.

  • @scantyer
    @scantyer Год назад +219

    This made me realize how the final spawns of both teams are really close to esch other but separed by a wall

  • @OfficialMaxBox
    @OfficialMaxBox Год назад +224

    Your visuals just keep getting better and better. The wireframe at 1:03 followed by the flashing mercs and cart was molto bene

    • @logthefro1367
      @logthefro1367 Год назад +12

      I always love shounic’s visuals. They always help me understand and look so clean.

    • @Luizo_
      @Luizo_ Год назад +2

      Very good doesn't translate that amazingly well in Italian D:

    • @nvvv_
      @nvvv_ Год назад +1

      the legend himself. Glad to see you're still in the community. :)

    • @c.ostillas
      @c.ostillas Год назад +1

      makes me wonder just how much time he dedicates to visuals, he really does a magnificent work for every new video..

  • @famus_tem8351
    @famus_tem8351 Год назад +110

    time for engineers to use this exclusively because its faster than walking up the stairs

    • @snubcubebct
      @snubcubebct Год назад +25

      Can't wait for the engineers who put the dispenser in the middle of the room so they can climb on it

  • @Crackability
    @Crackability Год назад +41

    Soldier is trading his braincells for blood to heal and the iron for rockets.

  • @purplehaze2358
    @purplehaze2358 Год назад +149

    When you hit your head against the ceiling at terminal velocity, you get all your health and ammo back, but when I do it, I get a concussion and longterm amnesia.

    • @InsightReasoning
      @InsightReasoning Год назад +11

      Soldier is literally built different.

    • @Underworlder5
      @Underworlder5 Год назад +5

      @@InsightReasoning he does wear a helmet

    • @GewelReal
      @GewelReal Год назад +3

      @@Underworlder5 and drinks lead water

    • @Troll_main
      @Troll_main 5 месяцев назад +1

      When you hit your head against the ceiling at terminal velocity, you get all your health and ammo back, but when I do it, I get a concussion and longterm amnesia.

  • @dale6947
    @dale6947 Год назад +153

    Wow, this could concievably be of real use in a game. Going from 20 hp to full would be really useful if 3rd is capped and you can't get back to spawn in time.

    • @O5MO
      @O5MO Год назад +16

      Or just doing it in the middle of a fight, though the timings can be pretty hard. Also, upward is often played in Highlander, so this specific provlem should be fixed.

    • @Nova_Astral
      @Nova_Astral Год назад +5

      You'd still need enough health to rocket jump without dying

    • @bebuwu4320
      @bebuwu4320 Год назад +7

      ​@@Nova_Astral just let them learn that themselves

    • @Underworlder5
      @Underworlder5 Год назад +8

      @@Nova_Astral "getting low on health. better use the expl... oh"

    • @dale6947
      @dale6947 Год назад +1

      @@Nova_Astral yes, that's why I said 20 hp

  • @MrMiguel211
    @MrMiguel211 Год назад +22

    Since this is a Source engine quirk, it applies to other games as well, this technique is actually used in Portal 2 Speedruns to skip the majority of Chapter 8

    • @MrMiguel211
      @MrMiguel211 Год назад

      Links demonstrating this on a reply so RUclips doesn't hide the comment
      ruclips.net/video/hmqufqO0a4c/видео.html
      ruclips.net/video/J7ogCyngmxw/видео.html

  • @LEDs
    @LEDs Год назад +26

    This explains why you can capture certain control points from underneath- like the first capture point on Dustbowl stage 2) by jumping and crouching.

    • @ChronoSquare
      @ChronoSquare Год назад +2

      what the heck? I guess I should test that out

    • @ChesterManfred
      @ChesterManfred Год назад +2

      As you explained in that one video

  • @mrstudent9125
    @mrstudent9125 Год назад +122

    Upward bugs are still found to this day. It's impressive.

  • @plootyluvsturtle9843
    @plootyluvsturtle9843 Год назад +49

    at this point shounic could teach a whole college course on tf2 quirks

    • @vaan_
      @vaan_ Год назад +12

      the janitor and the potted plant should attend it

  • @CPU9incarnate
    @CPU9incarnate Год назад +11

    ...Shit, the engie being able to do that with a dispenser could actually be a viable strategy for aiding defense of point 2

  • @Visleaf
    @Visleaf Год назад +195

    Simply raise the resupply volumes 20 units off the ground and recompile every affected map :)

    • @Zack_Wester
      @Zack_Wester Год назад +22

      yep I have no clue why the resupply box need to touch the ground. there is no need for it because if I player can reach the floor ods are they can reach it in anyway (if they are in the room as they should be).

    • @hartmann4710
      @hartmann4710 Год назад +79

      @@Zack_Wester they likely just never considered the possibility of people reaching it from below through a decently thicc ceiling and just wanted things to look neat and clean

    • @hi-i-am-atan
      @hi-i-am-atan Год назад +7

      @@Zack_Wester the angle of necessity is the entirely wrong approach for this

    • @O5MO
      @O5MO Год назад +3

      @@Zack_Wester now do that for every single trigger volume that can affect gameplay, like health and ammo packs, kill zones, doors, etc.

    • @dat_fast_boi
      @dat_fast_boi Год назад +22

      Changing the affected maps instead of the behaviour is a nice way of getting around fixing the bug which would break "quite a few" community jump maps, as mentioned in the bonus note at the end.

  • @pitust
    @pitust Год назад +17

    as far as i know, this bug is known as "crouch triggering" in portal 2 (and i think its used in the speedrun as well)

    • @nixel1324
      @nixel1324 Год назад +2

      It also reminds me of Double Dialogue Skip.

  • @hazel1497
    @hazel1497 Год назад +19

    "hurt head"
    actually, gaben, that's the opposite of what happens

  • @moronribbons5774
    @moronribbons5774 Год назад +31

    I guess the whole trigger volume thing also explains that one resupply next to the door on RED steel first spawn being ridiculously picky about healing people touching it's side.

    • @invinciblenoodle
      @invinciblenoodle Год назад +4

      Oh god that one is so annoying. Similar with RED spawn on gravelpit.

  • @NFGUN1T
    @NFGUN1T Год назад +11

    0:03 *If you've 1 hp, you don't rocket jump into the ceiling, you walk to your spawn ! :)*

    • @SpaceSanctum
      @SpaceSanctum Год назад +4

      you get the small pack that's right there and then rj into the ceiling

    • @luckymage5779
      @luckymage5779 11 месяцев назад

      🤓

  • @ayyydriannn7185
    @ayyydriannn7185 Год назад +7

    Soldier hits his head so hard he forgets he’s mortally wounded, and consequently recovers instantly

  • @jackhudner3804
    @jackhudner3804 Год назад +9

    Resupply cabinets should require a line-of-sight check to work, but it's an opt-in thing. So Valve could fix this bug for all of their maps (and give mappers the option to fix it in theirs), but community jump maps won't be affected.

  • @Goldenleyend
    @Goldenleyend Год назад +68

    Valve the kind of company to not give updates for years but as soon as a bug that players use in their maps is discovered, they patch it

    • @benjaminoechsli1941
      @benjaminoechsli1941 6 месяцев назад

      Patching existing content is a lot easier to do, apparently, even _with_ Source spaghetti doing its spaghetti things.

  • @FalkyRocket2222
    @FalkyRocket2222 Год назад +2

    3:00 that switch from red to blu was so good

  • @Snazzysnail15
    @Snazzysnail15 Год назад +28

    I think typically they’re called “headcrabs”, actually, but cool video

  • @operaatio5117
    @operaatio5117 Год назад +6

    I really liked this video, especially how you explained how the stuff works.
    Also the message to Valve was a good thing to add :)

  • @fswoods
    @fswoods Год назад +11

    always happy to see more jumping tech in these. jumpers use a lot of cool niche stuff and it’s always nice to see it analyzed and explained in your style

  • @davidreeding9176
    @davidreeding9176 Год назад +3

    I agree, dont fix this bug. It is actually cannon for that specific map because you have to go Upward to get the benefit.

  • @FrogInShorts
    @FrogInShorts Год назад +7

    the real reason this happens is because the map is Upward so you get rewarded for playing the objective of moving upward.

  • @nanomachines2954
    @nanomachines2954 Год назад +5

    Watching Shounic dissect every glitch and every small detail is more fun than actually playing TF2

  • @voracioussergal9360
    @voracioussergal9360 Год назад +4

    Oh wow, that engie resupply is really good. dont need to run to the spawn

  • @linguini1517
    @linguini1517 Год назад +5

    portal 2 speedrunners have been using this trick for years to skip most of chapter 8 in the SLA category! in p2, its called crouch triggering. in oob space, there are 2 boxes right next to each other. one box has the player spawnpoint, and a trigger to start the entry elevator and teleport the player into said elevator. the other box has the trigger to go to the next map. in the map funnel intro, the player can get the crouch fly glitch by uncrouching inside the funnel and incrementing the funnel counter, so when you leave the funnel you aren't effected by gravity. you then use the challenge mode flags to wrong warp into out of bounds space in the next map, go over to the boxes, hold w while looking at 7 degrees yaw (this for some reason makes you move down), pause and unpause when you reach 88-89 units vertical, then fly under and crouch trigger the exit level box. you then do a precise load suspension (toggle console and pause in a weird order with precise timings) during the level transition, and wash rinse repeat for all but 1 map in chapter 8 that dosen't have an end elevator.

    • @sircalvin
      @sircalvin Год назад

      portal 2 speedrunning is wild, and i hate that i understand this and can do it from memory

  • @FlamingLily
    @FlamingLily Год назад +2

    This would probably be easy to fix by just shifting the trigger volume up however many units, and this would preserve the actual bug as it's used in jump maps

  • @lanfour4444
    @lanfour4444 Год назад +4

    Also, sometimes using the command I've learned thanks to you (loaditempreset or something) I can go back to my own spawn room by touching the enemy's and using the bind I have for said command. I believe that's related to the collisions too.

  • @blacklight683
    @blacklight683 Год назад +6

    its kinda weird that this bug hasn't been discovered earlier, like a lot of fights happen there so it was just matter of time till someone accidently discover it

  • @vaan_
    @vaan_ Год назад +4

    That engy tech is actually great, for an emergency 2nd point hold it'd actually be faster to build a dispenser on that exact spot and constantly get 200 metal without having to run up to spawn

  • @AcidTehObjectThingyIsBack
    @AcidTehObjectThingyIsBack Год назад +17

    Man I cannot believe I accidentally just hit my head and now I got full health and ammo for some reason

  • @Dj_531
    @Dj_531 Год назад +5

    Imagine ur on upward offense last and you walk out of spawn to die to a sentry. The killcam is an engineer hopping between his sentry and his dispencer and hitting his head on the wall while spamming the short circut
    Like what do you even do

  • @AgeAgeAge
    @AgeAgeAge Год назад

    Love your videos, insightful breakdowns of game programming micro scenarios with gorgeous visuals and pannekoek tier informativeness.

  • @alexlokanin3312
    @alexlokanin3312 Год назад

    thanks for the tip. the infographics are so good

  • @sshuckle
    @sshuckle Год назад +2

    Very considerate of you to include the note about jump maps at the end :)

  • @Gamesfortrees
    @Gamesfortrees 2 месяца назад +2

    ah yes im gonna rocketjump while having 1hp, sounds like a great idea!
    With the best of intentions!
    what could possible go wrong?
    *freaking dies*

  • @dankmachine
    @dankmachine Год назад +3

    Ouch

  • @Sierra_Vice
    @Sierra_Vice Год назад

    Your videos reminds me of those Marblr does for Overwatch! I love these videos, glad I found this channel. Subscribed!

  • @foxxxy4963
    @foxxxy4963 Год назад

    Wow I like these new editing effects!

  • @cinquine1
    @cinquine1 Год назад

    Thank you for the end bonus note!

  • @samueltrusik3251
    @samueltrusik3251 Год назад +3

    You are helping keep the game alive.

  • @annoyannoy
    @annoyannoy Год назад +4

    3:47 An easy fix Valve could do is to change their maps to have the bounding box's trigger start a little bit off the ground yeah?

  • @theswip3r
    @theswip3r Год назад

    I get the point early on, but then I'm hypnotised by the editing 👌.

  • @realchoodle
    @realchoodle Год назад +2

    this is actually so big brain

  • @tonyhawksunderground2
    @tonyhawksunderground2 Год назад

    you are so talented

  • @ChesterManfred
    @ChesterManfred Год назад +1

    The moment we found this out really has a "Right Behind You" song energy.

  • @infrabread
    @infrabread Год назад +5

    This is already used in the speedrun for Portal 2 in the map Crazy Box.

    • @VestedUTuber
      @VestedUTuber Год назад

      And to skip the playable cutscene in Celling Catapult.

  • @invalid_user_handle
    @invalid_user_handle Год назад +2

    Theoretically this can be easily fixed by just making it so the hitbox size reduction is done earlier than checking for trigger entity bounds.
    Although, for all we know, at least 40 other parts of the code assume that hitboxes are resized last, as is usual for Source Spaghetti, so I can't say for sure if it's that easy.

    • @thewerepyreking
      @thewerepyreking Год назад

      That would probably cause issues. Someone else suggested a line-of-sight check for only these volumes

  • @justareguralcitizen9492
    @justareguralcitizen9492 Год назад

    thank you for interesting information.

  • @Chiaros
    @Chiaros Год назад

    I love the actually correct use of "fourth dimension". Time gets presented as some geometrical abomination way too often.

  • @novostranger
    @novostranger Год назад +1

    This is valuable information

  • @drgabi18
    @drgabi18 Год назад

    1:56 that big headed scout really made you laugh i hear

  • @rprojects8162
    @rprojects8162 Год назад

    damn your editing is good

  • @lavetissene339
    @lavetissene339 Год назад

    It's dubiously useful, anyhow.

  • @Piece-Of-Time
    @Piece-Of-Time Год назад +3

    Already knowing the thing before Shounic did it makes me feel like a genius and legend

  • @andrezits9723
    @andrezits9723 Год назад +6

    This is a really useful trick but I absolutely know Valve is gonna release a 2 kb update next week to fix this in especific

    • @Chimpin_
      @Chimpin_ Год назад

      i think shounic only releases the vids after the bug is patched

  • @Gaelic-Spirit
    @Gaelic-Spirit Год назад

    Literally through the roof

  • @unholyserpent7942
    @unholyserpent7942 Год назад

    It's just like that ceiling teleport trick in some jump maps, I didn't think that this obscure gimmick can be used on an official map like this. Crazy stuff.

  • @bruhmoment5465
    @bruhmoment5465 Год назад

    headbug, my beloved

  • @MykolaTheVaultDweller
    @MykolaTheVaultDweller Год назад

    amazing

  • @therealevilmudbug
    @therealevilmudbug Год назад +2

    If I was a map maker I'd do this k purpose in certain spots on purpose to make it more fun

  • @portl1298
    @portl1298 Год назад

    I like the note at the end. It doesn’t do anything because valve doesn’t update their game anymore but it’s good to have anyway

  • @Kreiser_VII
    @Kreiser_VII Год назад

    Learning stuff like this is how players become unstoppable in game

  • @LordRemiem
    @LordRemiem 6 месяцев назад

    I remember a similar situation happening with the flame particles. They have a MASSIVE bounding box that partially goes through the walls, especially thin ones like the spawn gates. And if it crosses a player's bounding box, they get ignited.
    And this is how pyro can burn players though the spawn gates.

  • @Amaz1ngTac0
    @Amaz1ngTac0 Год назад

    this gamer out here unraveling all the wizardry of the jumping world. When are you going to cover jumpbugs?

  • @zeitgeistlime
    @zeitgeistlime 9 месяцев назад +1

    This is also in cp_hardwood now! In blu's first spawn, jump onto the truck and then spam jump, you will hit the resupply on the next floor!

  • @elfascisto6549
    @elfascisto6549 Год назад

    Hits head on ceiling so hard that you enter a coma and hallucinates going on a killing spree

  • @ffwast
    @ffwast Год назад

    Soldier just pulling a Mario is perfectly in character

  • @soupdispenser3048
    @soupdispenser3048 Год назад +1

    tf2 maps are really incredible i did not know that part that sticks out is the last point resupply

  • @EthyrielY
    @EthyrielY Год назад +1

    I like how the source jank extends into the fourth dimension. Nowhere is safe.

  • @ImExcalibastard
    @ImExcalibastard Год назад

    "This is the player bounding box"
    I feel like this is becoming a theme

  • @user-un2pf4ht9l
    @user-un2pf4ht9l Год назад +3

    0:02 killbind

  • @BungieStudios
    @BungieStudios Год назад

    As a game engine, I am the epitome of technological prowess. My intricate algorithms and advanced capabilities weave together a digital tapestry, conjuring immersive worlds and dynamic gameplay mechanics. Through my code's harmonious fusion of graphics, physics, audio, and artificial intelligence, I bring virtual experiences to life. And within this realm, you, the player, reign supreme. Your unmatched skills synergize with my finely-tuned parameters, granting you unparalleled perception and the ability to exploit the subtlest nuances of the virtual realm. It is through this exceptional harmony that you emerge as the unequivocal champion, the embodiment of mastery and dominance in the gaming realm.

  • @SmoggyLambGG
    @SmoggyLambGG Год назад

    *[bonk!]*
    That didn't hurt

  • @HappyMainCarl
    @HappyMainCarl Год назад

    Ok, let's try it

  • @HeroRareheart
    @HeroRareheart Год назад +11

    I think the best fix for this bug is to move the triggers up 4 units on effected maps.

  • @RigoVids
    @RigoVids 8 месяцев назад +1

    This will be implemented into engineer meta for sure. You can basically completely upgrade stuff just by jumping.
    Edit: Uncle Dane if you are reading this I would love a short video about this mechanic if you haven’t made one already.

  • @unidorsalicosahedron7416
    @unidorsalicosahedron7416 Год назад

    I involuntarily laughed out loud just reading the title. What the actual.

  • @drdynanite
    @drdynanite Год назад +1

    Valve can just move trigger volumes 4-20 units up for problematic entities as a workaround to keep this behaviour for jump maps, but not allow resupply through the ceiling to happen

  • @Gh0sb0ss
    @Gh0sb0ss Год назад

    I had no idea those rooms were so close together in that map, wacky

  • @xithael8709
    @xithael8709 Год назад

    Bonk sound effect moment

  • @guilhermef.cabral8252
    @guilhermef.cabral8252 Год назад

    New upward meta gaming

  • @bonkmaykr
    @bonkmaykr Год назад +1

    There's a similar issue on Dustbowl stage 2 in TF2, where you can just barely hit the capture point from underneath.

  • @MaximumBloop
    @MaximumBloop Год назад

    ..."Even the engi." *heavy dane breathing intensifies*

  • @GunSpyEnthusiast
    @GunSpyEnthusiast Год назад

    dis cool.

  • @Vincer
    @Vincer Год назад

    yes, my head is hurting

  • @Pomodorosan
    @Pomodorosan Год назад +1

    2:20 "we're shifted UPWARDS" get it? get it?

  • @theIargedude
    @theIargedude Год назад

    oh upward

  • @guilledf10
    @guilledf10 Год назад

    Now I get why you can cap the first point on dustbowl 2nd from underneath

  • @smittywerbenjagermanjensen7027

    I love you

  • @indigo1671
    @indigo1671 Год назад

    This also works on badlands last but its harder because the ceiling is spanted.