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A few more errors: you can get someone to boost two players on top of the vending machine, then one boosts from the vending machine, which can get you into the room above the bathroom.

You can jump right on top of the mirror in the bathroom.

You can boost up to the ledge with the pipes above the window room from the t side railing.

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I might have made them sound better than they really are. With good I was more referring to how good it felt when actually getting a kill or two from a pretty dumb/cheesy place rather than overpowered places as the roof-exploit. 

As an example. one we sometimes use is on top of the pipe to the left in the room @2:40. Only good for killing CT's coming from the cat walk entrance, because it is easily detected when coming from the t-spawn lobby. 

Will that one be seen as an interesting dynamic the players are creating from your level's mechanics or will they be shut down? Hypothetical, if players find access to a certain room above, perhaps, some toilets,  will that be fixed? ;P 

In a patch like the one you mentioned, which of shown boosts are affected (in the video MrSkellyBones linked)? Only those that looks glitchy (like the one in the metal detector  @0:58 when you got models clipping in your face) or boosts in general which you perhaps did not intend to create and don't like. The boost in the video @2:00 feels like a legit boost until you crawl out on the pipe and once again get metal meshes in the players' face @2:13.

When playtesting the maps, do you turn on team player collision to test boosts? 

Edit: Wondering, because I'm currently between the sketch and blockup phase of a map myself and got Curious  :) 
 

 

Thanks for sharing! 

 

The book case boost in the T Reception area will probably not be removed, it's fair game. The rest however... :D Unfortunately, Agency was heavily overhauled, artpassed, optimized and shipped within a 2 week period (to be eligible for Operation Bravo) and, as you can see, some oversights were made. My new map has been built with boosting very much in mind... :)

 

When building a map you can roughly check boost possibilities in the editor by knowing that a player is 72 units high and you can crouchjump 64 units.

 

A few more errors: you can get someone to boost two players on top of the vending machine, then one boosts from the vending machine, which can get you into the room above the bathroom.

You can jump right on top of the mirror in the bathroom.

You can boost up to the ledge with the pipes above the window room from the t side railing.

 

Thanks for sharing! :)

 

kick ass!

like the trailer...

 

in fact, I like how more and more leveldesigners makes release movies showcasing their levels! encore

 

Glad you like it! I actually enjoy making trailers for my stuff, just cause it's something different to do after x hundreds of hours of mapping... (did this for Designed for Danger and Precursor).

 

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I really should learn how to use playerclips lol ammarite?

 Man, my friends love running around my map, seeing what odd places and ledges they can find. I've considered putting a player clip just above everyone heads and the moment someone ask why they can't jump reply, "Shut your face you cheating whore."

 

Darn players know how to break everything...

Edited by MrSkellyBones
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I think a lot has been said about this map already and I don't feel like repeating, but except for the fact that it's slick and clean I have to mention how I love the metal detector because it is a very interesting detail. Most often it does not affect gameplay but when it does it might force players to re-route or pass through guns blazing, risking being heard before the combat starts, just because of that tiny beep - love it! :)

Edit: Haha! I just learned that you can destroy the glass in between the detectors, bummer! Oh well, I like it anyway!

Edited by Sjonsson
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