Originally Posted 18 Oct 2008, 00:33
Update 1 wrote:Thanks for the contributions guys.
Luckyg, ctf_well and tc_hydro as well as the hydro expoit have now been added.
KK20, the turbine entrance to flag room is a good example of why the "can't be sapped rule" may be flawed. As turbine is a community map it doesn't necessarily follow the same set of rules as standard maps and the designer may well have intended buildings to be placed there.
OneManAndHisGun, roof of C has now been added.
Originally Posted 01 Dec 2008, 21:57
Update 2 wrote:The latest round of exploits have now been discussed and voted on.
OneManAndHisGun, the ledge on Goldrush Stage 1 has now been added to the list.
illstopemfloppin, the rocks on Dustbowl Stage 2 have not been added to the list.
While it does require an engi to jump build in order to get up there, it is possible to sap any buildings there by jumping from the cable reel. It is also reasonably easy to take buildings out with a soldier whilst out of sg range.
Dangerzane (now fission_chips), the badwater ledge you posted has been discussed and voted on by the clan and will not be considered as an exploit at this time.
Thanks r3loaded, the GravelPit shed roof has now been added to the list.
Originally Posted 24 Mar 2009, 17:50
Update 3 wrote:More updates following the latest expoit vote:
The MetalWork in Badwater has been added (reported by NachoDuck)
Another Egypt Stage 1 exploit has been added (reported by LuckyG/OneManAndHisGun)
An Egypt Stage 2 exploit has been added (reported by Clx/LuckyG/OneManAndHisGun)
A couple of cp_well/ctf_well exploits were also added a month or so back following a report in chat by Paranoid Android
Originally Posted 23 May 2009, 14:06
Update 4 wrote:Thanks ReTired the roof near the final capture point of Goldrush Stage 3 has now been added to the list..
Thanks LynxMukka for posting the 2fort screenshot, as I mentioned to you previously it will not be added to the list as it is a blatant exploit and advertising that it is possible could do more harm than good, thats assuming valve haven't already fixed it.
Originally Posted 28 Jul 2009, 17:31
Update 5 wrote:More updates following the latest expoit vote:
Spawn Areas in 2fort have been added (reported by Irritant)
Another Fastlane exploit has been added (reported by Vito/Father Dougal)
The Stage 3 Goldrush area near Blu spawn is not being added at this time as it does not offer a significant advantage unless an SG is built there and even then it can still be fairly easily dealt with.
2 Hoodoo examples were also voted on but will not be added at this time.
Thanks also to McGinge, ReTired, DataStorm, LuckyG & plodgeface for various reports & assistance.
Originally Posted 29 Aug 2009, 09:49
Update 6 wrote:More updates following the latest expoit vote:
The lumber area behind the mesh on ctf_sawmill and koth_sawmill has been added (reported by Sly Racoon/LuckyG)
The cliff ledges near first CP either end of cp_yukon have been added (reported by Father Dougal)
4 sheds and 2 walkways on koth_viaduct have been added (reported by Coxy/Vito/DataStorm)
Thanks also to Orv and Z4NZ1B4R for various reports & assistance.
Originally Posted 15 Nov 2009, 20:55
Update 7 wrote:A Thread cleanup update. Most of this is replies to DataStorm so I'll get the general stuff out the way first.
A general ruling for exploits has now been posted in the bans section.
Engineer Building Exploits: Rules & ReportingKEY POINTS FOR EVERYBODY:- Please check the exploits thread before posting an exploit here.
- Please post player reports in the bans section, not here.
- Please only post new exploit areas or relevant disscussion about an exploit in this thread.
To DataStorm
- The Hoodoo area you posted will not be added as several admins have said it is not an exploit area.
- The koth_harvest map is not on our servers so none of those will be voted on or added at this time although a record of the report is kept should this change.
- The Badwater area you posted will not be added as a spy can sap it
- The Sawmill mesh exploit may have been fixed by valve but its still an exploit area. It stays on the list on the basis that valve have fixed many problems which still seem to exist.
Originally Posted 24 Jun 2010, 14:50
Update 8 wrote:A Thread cleanup update
To DataStorm
- The Badwater area posted near last point had already been voted on, a spy can get there and there is no significant advantage as the gear can be destroyed easily.
- The Badwater roof near 2nd point has been added to the list.
- GravelPit area is an exploit and will be treated as such but will not go on the list for obvious reasons, if you want clarification then pm me.
- Fastlane roof was considered but dismissed, as CrooZin said its easy enough to get up there for spy.
- Doublecross sewer tanks will not be added as they can easily be jump sapped.
- The Gorge area posted is currently being voted on
- The Freight area has been added to the list.
To Wolfman, Diz
- The dustbowl stage 1 area near spawn gates is currently being voted on, in the scenario described by Diz however this will be treated as an exploit regardless of the vote outcome.
To Toaster
- The Hoodoo stage 2 area you posted has been added to the list
To UNDEAD10000
- The Sawmill area you posted is not generally being considered an exploit at this time
- The Doublecross small shed roof is currently being voted on
- The Doublecross roof above each balcony has been added to the list
In addition to these the area on Gorge outside of the Blu second spawn is being considered as exploit when built by the red team and is now shown on the list.
As always, thanks for your reports and contributions.