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Strange problem with getting out of the world

I was playing around with Aerial Faith Plates I took from map by -TRASE- and got this bug.
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Any ideas what can cause it?

Voice on background is my friend from Skype, don't pay attention to him :D

You were forced to hard through the portal, which pushed you out of the world. This can probably be fixed by making the roof brush thicker.

Wow! I am impressed I have never seen that been done before. Can you say terminal velocity? xD

I hate hanging with angry people. Why live life if your not having fun ALL the time? =)
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It's a custom made puzzle element, expect it to be buggy.

All I can say is either a) have a longer distance between the aerial faith plate and the ceiling or b) make the ceiling thicker/have a kill trigger on the outside (which may cause a leak, so both options might have to be executed)

Hear the turret, for it is knell. It summons thee to heaven, or to hell.
p0rtalplayer wrote:
It's a custom made puzzle element, expect it to be buggy.

All I can say is either a) have a longer distance between the aerial faith plate and the ceiling or b) make the ceiling thicker/have a kill trigger on the outside (which may cause a leak, so both options might have to be executed)

I don't believe triggers outside of the world cause a leak. In fact, I'm pretty sure VALVe's maps are overflowing with extra-playable-area triggers.

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Triggers can cause leaks, I have had leaks from them a few times. I have found that certain triggers, however, do NOT cause leaks (Trigger_transition, Trigger_changelevel and oddly Trigger_soundscape)

The remedy for that would be putting the trigger IN the ceiling brush. It appears entities in the volume of world brushes do not leak. so far i have found no adverse effects exept odd lighting on static props with thier origins in brushes but that is normal and easily fixed.

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Groxkiller585 wrote:
Triggers can cause leaks, I have had leaks from them a few times. I have found that certain triggers, however, do NOT cause leaks (Trigger_transition, Trigger_changelevel and oddly Trigger_soundscape)

That's what I was thinking of.

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