At first I was planning to make a part two to this video, but since the video is unlisted and some maps have received several updates I've included most of these spots as well. The selected maps are based on ETF2L's, RGL's and ozfortress's map pool. I couldn't find any rules on ozfortress about wallbugs, but in RGL they are allowed. ETF2L does have some rules about using wallbugs:
A spot on the map is commonly banned if:
- It gives players the possibility to see things they shouldn’t be able to (e.g. looking through walls).
- It gives players a way to shoot others without other players being able to shoot them.
- It doesn’t work on both sides of the map.
Wallbugs are not considered an exploit unless they meet any of the criteria above.
https://youtu.be/uwe97fnf6z0
Show Content
- cp_snakewater_final1: ETF2L, RGL, ozfortress
- cp_gullywash_f6: ETF2L, RGL, ozfortress
- cp_process_f9a: ETF2L, RGL, ozfortress
- cp_metalworks_f2: ETF2L, RGL
- cp_sunshine: ETF2L, RGL, ozfortress
- cp_granary_pro_rc8: ETF2L, ozfortress
- cp_prolands_rc2ta: -
- koth_product_final: ETF2L, RGL, ozfortress
- cp_reckoner_rc6: RGL, ozfortress
- koth_bagel_rc5: ozfortress
- koth_clearcut_b15d: RGL, ozfortress
At first I was planning to make a part two to this [url=https://youtu.be/o50bA8wLTjw]video[/url], but since the video is unlisted and some maps have received several updates I've included most of these spots as well. The selected maps are based on ETF2L's, RGL's and ozfortress's map pool. I couldn't find any rules on [url=https://ozfortress.com/rules]ozfortress[/url] about wallbugs, but in [url=https://docs.google.com/document/d/1jfp2o6X4m0zdrX50kZ5YNsrvBANqxfDb-nEsRBb1wh0/view]RGL[/url] they are allowed. [url=https://etf2l.org/general-rules-2/#6.1]ETF2L[/url] does have some rules about using wallbugs:
[quote]A spot on the map is commonly banned if:
[list]
[*] It gives players the possibility to see things they shouldn’t be able to (e.g. looking through walls).
[*] It gives players a way to shoot others without other players being able to shoot them.
[*] It doesn’t work on both sides of the map.
[/list]
Wallbugs are not considered an exploit unless they meet any of the criteria above.[/quote]
[youtube]https://youtu.be/uwe97fnf6z0[/youtube]
[spoiler]
[list]
[*] cp_snakewater_final1: ETF2L, RGL, ozfortress
[*] cp_gullywash_f6: ETF2L, RGL, ozfortress
[*] cp_process_f9a: ETF2L, RGL, ozfortress
[*] cp_metalworks_f2: ETF2L, RGL
[*] cp_sunshine: ETF2L, RGL, ozfortress
[*] cp_granary_pro_rc8: ETF2L, ozfortress
[*] cp_prolands_rc2ta: -
[*] koth_product_final: ETF2L, RGL, ozfortress
[*] cp_reckoner_rc6: RGL, ozfortress
[*] koth_bagel_rc5: ozfortress
[*] koth_clearcut_b15d: RGL, ozfortress
[/list]
[/spoiler]
another spot i found on metalworks a few months back thats worth mentioning: https://youtu.be/F3LKM0vOEA8
i think its more useful to stop yourself from fall damage more than actually hiding because you cant stick to the wall (ive been trying for months it doesnt work) also the red teams side is harder to pull off than the blue teams side idk why.
you can do texture bugs like this on some other maps as well like the snakewater windows outside cheese. probably even more examples that im too lazy to find
another spot i found on metalworks a few months back thats worth mentioning: https://youtu.be/F3LKM0vOEA8
i think its more useful to stop yourself from fall damage more than actually hiding because you cant stick to the wall (ive been trying for months it doesnt work) also the red teams side is harder to pull off than the blue teams side idk why.
you can do texture bugs like this on some other maps as well like the snakewater windows outside cheese. probably even more examples that im too lazy to find
SOOOOOAPYMEISTERanother spot i found on metalworks a few months back thats worth mentioning: https://youtu.be/F3LKM0vOEA8
i think its more useful to stop yourself from fall damage more than actually hiding because you cant stick to the wall (ive been trying for months it doesnt work) also the red teams side is harder to pull off than the blue teams side idk why.
you can do texture bugs like this on some other maps as well like the snakewater windows outside cheese. probably even more examples that im too lazy to find
This spot can be done in a way where you can actually stand near the bottom of the window area. It's super inconsistent and feels like rng, but it makes it a pretty good hiding spot, cuz it prevents the perma sliding down that otherwise happens in that spot.
[quote=SOOOOOAPYMEISTER]another spot i found on metalworks a few months back thats worth mentioning: https://youtu.be/F3LKM0vOEA8
i think its more useful to stop yourself from fall damage more than actually hiding because you cant stick to the wall (ive been trying for months it doesnt work) also the red teams side is harder to pull off than the blue teams side idk why.
you can do texture bugs like this on some other maps as well like the snakewater windows outside cheese. probably even more examples that im too lazy to find[/quote]
This spot can be done in a way where you can actually stand near the bottom of the window area. It's super inconsistent and feels like rng, but it makes it a pretty good hiding spot, cuz it prevents the perma sliding down that otherwise happens in that spot.
SOOOOOAPYMEISTERi think its more useful to stop yourself from fall damage more than actually hiding because you cant stick to the wall (ive been trying for months it doesnt work) also the red teams side is harder to pull off than the blue teams side idk why.
that is a coordinate wallbug. When a wall is near a power of 2 units from the map origin you can do instantaneous wallbugs (just resetting your vertical velocity to 0 over and over) like that. It's only on blue side because the map origin is not at the geometrical center of the map so the mirrored side is at a different distance from origin. However, on red side if you go through underpass and onto the bridge, you can coordinate bug on the wall there above the doorway, which you can't do on blu side. So each side has their own special coordinate wallbug (this was obviously intentional). When you do the alley one on red side you are texturebugging on the windows or where the walls starts, so smaller timing window at only those specific points.
[quote=SOOOOOAPYMEISTER]i think its more useful to stop yourself from fall damage more than actually hiding because you cant stick to the wall (ive been trying for months it doesnt work) also the red teams side is harder to pull off than the blue teams side idk why.[/quote]
that is a coordinate wallbug. When a wall is near a power of 2 units from the map origin you can do instantaneous wallbugs (just resetting your vertical velocity to 0 over and over) like that. It's only on blue side because the map origin is not at the geometrical center of the map so the mirrored side is at a different distance from origin. However, on red side if you go through underpass and onto the bridge, you can coordinate bug on the wall there above the doorway, which you can't do on blu side. So each side has their own special coordinate wallbug (this was obviously intentional). When you do the alley one on red side you are texturebugging on the windows or where the walls starts, so smaller timing window at only those specific points.
SOOOOOAPYMEISTERyou can do texture bugs like this on some other maps as well like the snakewater windows outside cheese. probably even more examples that im too lazy to find
Yeah texture bugs always felt fairly random to me compared to wallbugs. But maybe I've been doing them wrong (+ I probably haven't practiced texture bugs enough). There must be interesting texture bug spots for sure
[quote=SOOOOOAPYMEISTER]you can do texture bugs like this on some other maps as well like the snakewater windows outside cheese. probably even more examples that im too lazy to find[/quote]
Yeah texture bugs always felt fairly random to me compared to wallbugs. But maybe I've been doing them wrong (+ I probably haven't practiced texture bugs enough). There must be interesting texture bug spots for sure