Low Counter-Strike On Roadmap TTT - Item: Teleport Decoy

Trippy

Trippy Leader Of XyM Gang
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Sep 2, 2021
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"Teleport Decoy — it was being abused to reach out-of-bounds / normally-inaccessible parts of maps."

Bring back teleport decoy, There has been many times where I will see a traitor get stuck and their round get ruined due to map/T-rooms. And bringing back this item would solve so many issues with those maps and save many people the trouble of having a manager+ on to teleport them out. Especially when there are no manager's on.


If people decide to abuse it and exploit the teleport decoy to go out of the bounds: It is already stated in our rules, that it is an exploit and should be brought to admins to be dealt with.
"There are several maps that can be exploited by going out of bounds. This is not allowed. Any area that is not reachable by normal means is considered Out of Bounds. Exploiting the map does not mean that the player is KOS, and instead should be brought to the admins."
 
Upvote 3
feel like a better implementation of this would just have a /stuck command, perhaps recording a player's movement every x units and teleporting them to the previous "node" upon use
 
feel like a better implementation of this would just have a /stuck command, perhaps recording a player's movement every x units and teleporting them to the previous "node" upon use
explain if you are stuck in a t door that constantly moves so your last "x" of units is still in a door
 
explain if you are stuck in a t door that constantly moves so your last "x" of units is still in a door
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please take this crude drawing of ttt_closequarters as reference, /stuck would bring you to the last blue node, and new nodes cant be created until you move x amount of units away from the last one
 
View attachment 24187
please take this crude drawing of ttt_closequarters as reference, /stuck would bring you to the last blue node, and new nodes cant be created until you move x amount of units away from the last one
Okay now tell me how this wouldn't be abused by every single player in the lobby. where as Teleport decoy is only a select few people per round.

I know I didn't explain that in the original post. but there is other uses for the teleport decoy besides being stuck too. (just people being stuck as T was a big thing I saw)
 
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Okay now tell me how this wouldn't be abused by every single player in the lobby. where as Teleport decoy is only a select few people per round.

I know I didn't explain that in the original post. but there is other uses for the teleport decoy besides being stuck too. (just people being stuck as T was a big thing I saw)
you wouldnt be able to use this to get out of bounds, and could probably disable it if youve been damaged too soon, and obviously have a cool down on the command
 
I'm actually of the opinion that if its normally unreachable, but does not involve getting outside the map boundaries, or result in shooting through 1-way walls that it should be permissible as long as they have a way back into the normal area of play and don't camp there.

I.e. Teleporting on top of the center house on Apehouse which is normally unreachable O.K.
Teleporting outside the fences on Apehouse (player can't get back in the map) - Not O.K.

The beginning of round exploit on skyscraper where players get stuck at the bottom of the map is a good example of why the ability to get back into the normal area of play should define whether its acceptable.
 

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