if you slide down between the wall and the pipe in the new c12 you get stuck, there are heaps and heaps of clipping issues with the top of ramps in eclipse, and a few in veil, which make it hard to bunnyhop/navigate as skulk and fade which would be nice to have fixed, ask mouse about this because his lucid map doesn't have one.
Well for example Ben, the ramp going up to dome from east junction. The ramp going to west junction from just outside cargo hive, almost every ramp actually has a clipping or sticking error, bar a few such as the ramp TO topographical from dome.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
<!--quoteo(post=1582635:date=Dec 1 2006, 05:12 AM:name=haymo)--><div class='quotetop'>QUOTE(haymo @ Dec 1 2006, 05:12 AM) [snapback]1582635[/snapback]</div><div class='quotemain'><!--quotec--> Well for example Ben, the ramp going up to dome from east junction. The ramp going to west junction from just outside cargo hive, almost every ramp actually has a clipping or sticking error, bar a few such as the ramp TO topographical from dome. <!--QuoteEnd--></div><!--QuoteEEnd--> Happens to many ramps in general, because the ramp and the higher lvl surface next to it are 2 different brushes most common, thus a vertical plane is created between them during the compile process possibly causing the stuckyness.
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Well for example Ben, the ramp going up to dome from east junction. The ramp going to west junction from just outside cargo hive, almost every ramp actually has a clipping or sticking error, bar a few such as the ramp TO topographical from dome.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Happens to many ramps in general, because the ramp and the higher lvl surface next to it are 2 different brushes most common, thus a vertical plane is created between them during the compile process possibly causing the stuckyness.