安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









I just uploaded an update of the map with some of the modification you gave.
Let me know how it goes :)
Spoilers for map...
The only things to say.
Once you enter the big room with the pillars... The terries in there must have their alert level high because they leave cover to push. Which is nice for the play as it means they can save nads but these no need to nad behind the pillars. Recommend changing one or two terries to not push and hunker down. Also maybe adding a foreign adviser behind the top left pillar.
After exiting the building multiple terries run out from behind the car bottom middle but because two both have sub guns they end up shooting through each other. Its a weird DK2 thing, Recommend switching one to have a long gun. Lost first run to them and Clean run on second attempt.
All in all a great map.