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报告翻译问题






P.S. what's that tiny little ladder in BLU team's first spawn?
░░░░░░░░░░░█░░█
░░░░░░░░░░█░░░█
░░░░░░░░░█░░░░█
██████▄▄█░░░░░███▄
▓▓▓▓▓█░░░░░░░░░░░░█
▓▓▓▓▓█░░░░░░░░░░░░█
▓▓▓▓▓█░░░░ Valve , ░░░█
▓▓▓▓▓█░░░░Add This ░░█
▓▓▓▓▓█░░░░ Please ░░█
▓▓▓▓▓█░░░░░░░░░░░█
THERE IS NO FORWARD SPAWN FOR RED DO NOT VOTE FOR THIS MAP
1. The ability for BLU to jump from the first spawn to A seems very fast, with a sentry basically needed to bevent any immedate divebombs onto the point, but I'm not sure how this can be solved without adding some very annoying invisible walls.
2. The final RED spawn seems a bit easy to camp while capping as their most direct routes to C from their doors converge on that intersection between steps.
3. I dislike the look of the greenery on the trees closest to BLU's first spawn.
Otherwise, this is a very nice map. Have a good evening.
Some issues I found running around the map:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2949515077
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2949515232
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2949515412