TF2's Door Problem

Поділитися
Вставка
  • Опубліковано 4 лют 2025

КОМЕНТАРІ • 457

  • @ItzaLukkeri
    @ItzaLukkeri Рік тому +1308

    I find it funny how almost all of these problems are caused just by mappers using the smallest grid size

    • @johnarbuckle6775
      @johnarbuckle6775 Рік тому +60

      Shounic be like

    • @YippingFox
      @YippingFox Рік тому +19

      Having no experience, wouldn't a larger grid lead to the same issues?

    • @ItzaLukkeri
      @ItzaLukkeri Рік тому +180

      @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
      @BacenticFlam Рік тому +9

      hammer editor grid size door

    • @DRAGONFLAIR2008
      @DRAGONFLAIR2008 Рік тому +32

      Every time the hammer editor is mentioned a source creator dies

  • @IronBrandon22
    @IronBrandon22 9 місяців тому +66

    “The shutter doors here *do* get a bit quirky at night”

  • @lastknight244
    @lastknight244 Рік тому +2024

    Yes I WILL watch a 15 minutes video about the doors in the Team Fortress 2 video game!

    • @Ledplous
      @Ledplous Рік тому +9

      Same

    • @rgbatom5145
      @rgbatom5145 Рік тому +26

      Door enthusiast

    • @KusanaG11
      @KusanaG11 Рік тому +6

      Flashback to 3kliksphillip and dust2 stairs.

    • @DeadMemeMan
      @DeadMemeMan Рік тому +20

      "They'll watch anything if it's TF2 related! Just watch."

    • @wirelesslatte
      @wirelesslatte Рік тому +6

      Oh yes an i will also LEARN ABOUT DOORS and HOW TO GET INSIDE ENEMY'S BASE during all these 15 minutes

  • @infamoushacker4chan883
    @infamoushacker4chan883 Рік тому +789

    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
      @bakugo_v8 Рік тому +37

      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
      @SparkyCas Рік тому +4

      So it got confusd. Kind of just returning 0 type of situation.

    • @caramelldansen2204
      @caramelldansen2204 Рік тому

      *time 😊

    • @_pancakes1734
      @_pancakes1734 Рік тому +3

      @@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
      @Vashzaron Рік тому +1

      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

  • @DrHundTF2
    @DrHundTF2 Рік тому +446

    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
      @LEDs  Рік тому +156

      Wow, I’m surprised I didn’t think of that. Good observation!

    • @DrHundTF2
      @DrHundTF2 Рік тому +24

      @@LEDs it’s the sort of things you only notice when it has happened to you.

    • @tadziu2400
      @tadziu2400 Рік тому +6

      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
      @DrHundTF2 Рік тому +31

      @@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
      @tadziu2400 Рік тому +5

      @@DrHundTF2 So everything is okay with me. Thank god

  • @picklekun
    @picklekun Рік тому +40

    Trouble at home? Add another visualizer. Trouble at work? Add another visualizer. Don't want the door to kill you? Add another visualizer.

  • @QuartetBaguette
    @QuartetBaguette Рік тому +90

    Why doesn't valve just hire this guy

    • @Helgasonn
      @Helgasonn 9 місяців тому +4

      Fr

    • @scruggly_ahh_commenter
      @scruggly_ahh_commenter 9 місяців тому +10

      @@Helgasonn get LED and shounic working for VALVe and the games problems will be fixed

    • @cloudynguyen6527
      @cloudynguyen6527 5 місяців тому +12

      Valve doesn't take intern. They only hire people who have at least 10 years of experience in the industry. Yes, finding bugs and applying band aid to it is cool. But the only interns Valve took was the group of students who made the game that predated Portal. So you either need a lot of years of experience or introduce a product that Valve think worth to develop (think of the team behind Quake TF or Minh Le who created Counterstrike), then Valve might consider recruiting you.

    • @WillenChan
      @WillenChan 3 місяці тому

      They busy on dedloc

  • @Mido_
    @Mido_ Рік тому +211

    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
      @shinobuoshino5066 Рік тому +5

      biggest mistake is believing that tf2 needs more shit maps when existing ones will never be fixed

    • @ComparativelyRegular
      @ComparativelyRegular Рік тому

      @@shinobuoshino5066 Get this man a true.

    • @omppusolttu5799
      @omppusolttu5799 Рік тому +8

      @@shinobuoshino5066 biggest mistake is presuming all mappers make maps specifically so valve includes them in the game (very unlikely)

    • @shinobuoshino5066
      @shinobuoshino5066 Рік тому +1

      @@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
      @omppusolttu5799 Рік тому +10

      @@shinobuoshino5066 Community servers? Also someone might just enjoy making maps.

  • @XxguaxinimxX.
    @XxguaxinimxX. Рік тому +166

    If you haven't died to a spawn door in mercenary park, you haven't played TF2 the right way! 😂
    Great video, dude!

  • @Diamondbacc
    @Diamondbacc Рік тому +59

    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
      @LEDs  Рік тому +11

      Thanks for the very nice comment!

    • @rokcris7313
      @rokcris7313 3 місяці тому +2

      Bro threw shade at shounic

  • @Hombzy
    @Hombzy Рік тому +39

    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.

  • @dreamwalking
    @dreamwalking Рік тому +34

    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.

  •  Рік тому +20

    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.

  • @sweglord227
    @sweglord227 Рік тому +21

    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.

  • @sheevpalps66
    @sheevpalps66 Рік тому +3

    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.

  • @susulpone
    @susulpone Рік тому +5

    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

  • @mundanest
    @mundanest Рік тому +10

    I expect a detailed tier list on every TF2 door soon

  • @dannytheocto2556
    @dannytheocto2556 Рік тому +7

    I actually did not know about that door on Frontier permanently closing

  • @thothdj
    @thothdj Рік тому +10

    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

  • @truestbluu
    @truestbluu 3 місяці тому +1

    7:16 i think its because pyro's flame particles move with the player's velocity, and being inside of a teammate applies velocity towards the opposite lookvector between the players, which causes his flames to spawn further infront.

  • @thefairylovesniper
    @thefairylovesniper Рік тому +13

    LED is now like the 3kilksphilip of tf2

    • @LEDs
      @LEDs  Рік тому +2

      Hopefully all of my subs are also subbed to him!

  • @jupiterbjy
    @jupiterbjy Рік тому +6

    4:55 Love how heavy wastes no time punishing scout for existing

  • @nexinex6049
    @nexinex6049 Рік тому +15

    13:46 sounds like it could be a floating point issue. Try placing the door in the same worldspace coordinates as well

    • @Quickstein
      @Quickstein Місяць тому

      Hello again, Source spaghetti monster

  • @zythe_
    @zythe_ Рік тому +4

    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.

  • @awsomebot1
    @awsomebot1 Рік тому +39

    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.

    • @TheGraySeed
      @TheGraySeed Рік тому +3

      Sketchek become a vtuber?
      Got a name?

    • @GrachiPlays
      @GrachiPlays Рік тому

      @@TheGraySeed name is sonny brisko, pretty sure its confirmed to be him

    • @bobbyferg9173
      @bobbyferg9173 Рік тому +3

      Sketchek coming back from being "dead" to becoming a vtuber and deleting his old videos is like some monkey's paw horrific resurrection

    • @awsomebot1
      @awsomebot1 Рік тому +10

      @@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.

    • @dominikrni
      @dominikrni 4 місяці тому

      ​@@awsomebot1how is that degenerate behavior

  • @Beardqt
    @Beardqt Рік тому +2

    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

  • @FalloutNewVegas10
    @FalloutNewVegas10 3 місяці тому +1

    Only tf2 can have a such a entertaining design that you can spend 15 minutes TALKING ABOUT A DOOR

  • @blitzkrieg2928
    @blitzkrieg2928 Рік тому +2

    4:51 Trecherous Volvo literally unplayable now

  • @Whiterabbit124
    @Whiterabbit124 Рік тому +1

    This was really interesting! Having played tf2 for so long I always wondered why some of these things happen. Thank you, LED!

  • @blacklight683
    @blacklight683 Рік тому +7

    Listen of the day: V I S U A L I Z E R

  • @abe881
    @abe881 Рік тому +5

    Getting stuck in a automatic door is one of the funnier parts of tf2, second only to the door that kills you

  • @pixelminer5880
    @pixelminer5880 Рік тому +7

    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
      @LEDs  Рік тому +4

      I don't use it for spawn doors because it fits both axiis, causing the horizontal to be stretched

    • @pixelminer5880
      @pixelminer5880 Рік тому

      @LEDs yeah, that makes sense, it's partly why i mentioned it was a jankey fix, but it's just something I thought of

  • @darkspy7098
    @darkspy7098 Рік тому +2

    "Oh good, a concussion!"

  • @LordRazer3
    @LordRazer3 Рік тому +2

    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."

  • @witheld4975
    @witheld4975 Рік тому +2

    don't you dare get them to fuck with my funny doors

  • @gmanplaysgames256
    @gmanplaysgames256 Рік тому +3

    what a state the TF2 community is in where 15 minute videos are being made about DOORS

  • @cinnamoncat8950
    @cinnamoncat8950 Рік тому +1

    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?

  • @KevinTheFluffyWolfy
    @KevinTheFluffyWolfy Рік тому

    Hell yes, I’m gonna watch this all the way through. A 15 minute video about the doors in TF2, awesome.

  • @Axemunger
    @Axemunger Рік тому +2

    Mercenary Park has the right idea, ever door should have the ability to kill you

  • @Replyman1
    @Replyman1 9 місяців тому +5

    But enemies coming into your spawn is what makes TF2 funny

  • @velikigospar
    @velikigospar Рік тому +2

    I'm not even a mapper and I love your videos LED, keep it up!

  • @notdukko4123
    @notdukko4123 Рік тому +1

    Just finished a vid on the microwave popcorn button now I’m watching one about doors, amazing

    • @LEDs
      @LEDs  Рік тому

      I watched that video too 😛

  • @helpsus
    @helpsus 11 місяців тому

    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.

  • @IceFlower22
    @IceFlower22 6 місяців тому

    As a mapper, this is quite insightful, -and also fun to look at the maps that for one reason or another failed to create proper doors lol- but mistakes happen, so it's understandable

  • @instasty
    @instasty 3 місяці тому +2

    "and covering additional things that arent in my shorts."

  • @mr_flava
    @mr_flava Рік тому +2

    for a moment I thought you were about to mention *that* door

    • @bananashoplifter3440
      @bananashoplifter3440 Рік тому +1

      The one that shouldn't exist? Yea, same. Delightfully surprised that wasn't the case tho

  • @GolfinhoVoador
    @GolfinhoVoador Рік тому +2

    10:04 I'm pretty sure I died without the enemy team having capped the first point once, it was pretty annoying..

  • @Szaman810
    @Szaman810 Рік тому +1

    Ah yes, time to watch a video about a very specific mechanic in a game I haven't played in 10 years at 3 AM.

  • @windowsvista3193
    @windowsvista3193 Рік тому +5

    I’ve seen people get stuck on that door on badwater

  • @Douge11
    @Douge11 8 місяців тому +1

    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
      @LEDs  8 місяців тому

      nuts

  • @Tearcarlog
    @Tearcarlog Рік тому +2

    After 65 million years in development, hopefully it will have been worth the wait.

  • @faerdregon1230
    @faerdregon1230 Рік тому +2

    it feels i watched it before it even published

  • @YellowDice
    @YellowDice Рік тому +1

    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.

  • @whynotanyting
    @whynotanyting 8 місяців тому +1

    "There's no reason the doors need to be this way"
    Yes, it's hilarious

  • @Rogue_Rouge
    @Rogue_Rouge Рік тому +1

    13:40 maybe there's some floating point rounding thing that requires a specific position to trigger it

  • @hackermanwannabe3031
    @hackermanwannabe3031 Рік тому +2

    valve, hire this man.

  • @dankmemester3398
    @dankmemester3398 Рік тому +2

    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.

  • @Kavukamari
    @Kavukamari Рік тому +2

    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)

  • @LRCorte
    @LRCorte Рік тому +8

    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
      @starmaker75 Рік тому

      Seriously I can image tf2's spaghetti code being as bad as smash bros melee of being buggy but somehow being very playable

  • @irgendwer3610
    @irgendwer3610 Рік тому

    man so many of the exploits you mentioned I remember seeing in Delfy, that's pretty cool

  • @Zarzar22
    @Zarzar22 26 днів тому

    Thank you for helping me avoid an existential crisis during my shower, ur a real one

  • @dropinota
    @dropinota Рік тому +1

    Ends with door stuck, a man of class.

  • @t1t_s
    @t1t_s Рік тому

    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

  • @Aelfraed26
    @Aelfraed26 10 місяців тому +1

    6:24 BLU's second spawn in Altitude, but only on the smaller side door.

    • @Syamfprch
      @Syamfprch 9 місяців тому

      It happens in camber aswell i think, of you go to 3rd BLU spawn as a RED you end up back in your spawn.

  • @eoxTF2
    @eoxTF2 Рік тому +3

    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 👍

  • @warriorcast8567
    @warriorcast8567 Місяць тому +1

    god i remember playing on a community map where there was a door that had like a 1/8 chance of closing while you went through it and killing you. was really funny tbh

  • @MegapiemanPHD
    @MegapiemanPHD Рік тому +2

    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.

  • @Isythos
    @Isythos Рік тому +1

    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.

  • @Liminalpo
    @Liminalpo 9 місяців тому +1

    First the stairs, now this? PREPOSTEROUS!!!

  • @Q27Forever
    @Q27Forever Рік тому +1

    This guy can solve every tf2 valve problem

    • @LEDs
      @LEDs  Рік тому

      Nah, there are some things I can't explain. You'll see in the next vid

    • @Q27Forever
      @Q27Forever Рік тому

      @@LEDslike why spy was in tf1

  • @LordRemiem
    @LordRemiem Рік тому +1

    It happened to me! I got stuck inside that exact door in Badwater, and I had to killbind to get out

  • @MrNobodyX3
    @MrNobodyX3 Рік тому

    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
      @LEDs  Рік тому

      trade map

  • @halfsine
    @halfsine Рік тому

    the janitor has some real competition right here

  • @blacklight683
    @blacklight683 Рік тому +3

    Door stuck door stuck

  • @CrashedFob
    @CrashedFob Рік тому +3

    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!

  • @KimFareseed
    @KimFareseed Рік тому +1

    Did not know about the trigger_hurt region between the doors of badwater. Guess it was passed over on the pro variant.

  • @CallofFreaky
    @CallofFreaky Рік тому +1

    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

  • @raphaelarctic
    @raphaelarctic Рік тому +2

    Did 11:10 maybe happen as a bandage-fix because there was a glitch where attackers could block the door from opening by standing above it on the ledge?
    I can't fully remember that glitch but i remember there was something going on

    • @LEDs
      @LEDs  Рік тому +2

      Several others pointed out in the comments that if the door moved up first, then it’d poke through the ceiling. So it appears that Valve intentionally made it go down first.

  • @alexanderscout
    @alexanderscout 10 місяців тому

    2fort already knew about this problem and fixed it with its secondary spawn doors

  • @NecroBurt
    @NecroBurt Рік тому +1

    Finally a solution to the door problem

  • @TheDjpwn3
    @TheDjpwn3 Рік тому

    The thumbnail led me to believe that someone was somehow able to spend 15 minutes talking about bumping into the corners of door frames

  • @rautamiekka
    @rautamiekka Рік тому

    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.

  • @Bhargleyargle
    @Bhargleyargle 28 днів тому +1

    You sir, deserve a finders fee.

  • @Vexruna
    @Vexruna Рік тому +1

    Ay this is perfect material of things to note.

  • @Ellesiumss
    @Ellesiumss 6 місяців тому

    7:14 two people pushes eachother. It pushes pyro slightly inside wall, so it works.

  • @Tbug20
    @Tbug20 27 днів тому

    I thought this was gonna be about Scout bumping his head on all the doors because he’s too fast

  • @alexsp4853
    @alexsp4853 Рік тому +1

    what about that you can get stuck on the direction signs with the arrows that roll up when a payload cart point is captured? on Badwater Basin, as soon as blue captures the second point, these arrows emerge from in between the concrete barricades. when you stay on top of them as blue captures you'll get stuck in them

    • @LEDs
      @LEDs  Рік тому

      There's a prop_dynamic (the sign) parented to a func_door (the wooden posts). When it rises, the prop goes through your bounding box and you get stuck

    • @alexsp4853
      @alexsp4853 Рік тому

      @@LEDs i am not smart. Could you rephrase that for me please ?

  • @Audio_noodle
    @Audio_noodle Рік тому +3

    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

  • @FearThePegasus
    @FearThePegasus Рік тому +19

    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.

  • @mattys1000
    @mattys1000 Рік тому

    Love these sorts of videos man, tf2 mapping is so interesting, keep it up! :)

  • @ZdrytchX
    @ZdrytchX 3 місяці тому

    Now that I think about it, Quake 3 engine never had this problem with the door because they operate very differently. Automatic opening trigger ranges are automated by the game engine and surround the door, you don't need an on-exit trigger to close the door. Tremulous has team specific triggers and they work fine. Automatic openings are optional, you can use trigger brushes like in tf2 for things like remote and complicated access requirement, as often in "mission" maps in tremulous.

  • @MrGermandeutsch
    @MrGermandeutsch Рік тому +1

    I am surprised these issues even exist to begin with.

  • @pichu7945
    @pichu7945 Рік тому

    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)

  • @kristyandesouza5980
    @kristyandesouza5980 Рік тому

    This is what years without an update-sized update do to a game's creators, we get to talk about doors now

  • @24auto22
    @24auto22 Рік тому

    anyone who can understand the hammer editor is a genius in my mind
    i understand none of it but love these videos

  • @TinyDeskEngineer
    @TinyDeskEngineer Рік тому

    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
      @LEDs  Рік тому

      It'd be easier to just use 2 and have the bigger one overlap the smaller one

  • @LastAmongEquals
    @LastAmongEquals 5 місяців тому

    One might almost say that Hoodo's door is mysteriously cursed.
    That's some serious hoodoo right there.

    • @LEDs
      @LEDs  5 місяців тому

      Beautiful

  • @zebrapringlez3141
    @zebrapringlez3141 Рік тому

    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
      @zebrapringlez3141 Рік тому

      Also, you would have to crouch to enter the enemy spawn

  • @Galaxic-g3r
    @Galaxic-g3r 24 дні тому

    unstructions unclear, i now my house is made out of doors

  • @Eshyyyyy
    @Eshyyyyy Рік тому

    I hope there’s a big door revolution now on TF2 maps