Інсталювати Steam
увійти
|
мова
简体中文 (спрощена китайська)
繁體中文 (традиційна китайська)
日本語 (японська)
한국어 (корейська)
ไทย (тайська)
Български (болгарська)
Čeština (чеська)
Dansk (данська)
Deutsch (німецька)
English (англійська)
Español - España (іспанська — Іспанія)
Español - Latinoamérica (іспанська — Латинська Америка)
Ελληνικά (грецька)
Français (французька)
Italiano (італійська)
Bahasa Indonesia (індонезійська)
Magyar (угорська)
Nederlands (нідерландська)
Norsk (норвезька)
Polski (польська)
Português (португальська — Португалія)
Português - Brasil (португальська — Бразилія)
Română (румунська)
Русский (російська)
Suomi (фінська)
Svenska (шведська)
Türkçe (турецька)
Tiếng Việt (в’єтнамська)
Повідомити про проблему з перекладом






A round timer is coming in the next version.
My main concern with map is that it might be too easy for fast class to grab the item and deliver it quickly, making matches end too soon. How about increasing the required number of payload deliveries to 3-5 times. An additional condition for the game to end could be a timer.
It took me little time to move from the blue team's end of the map to the red team's end of the map.
I have mixed feelings about having medpacks and ammo inside a vent -it might encourage players to camp there.
My concerns are insufficient game length, lack of alternative conditions to end the game.
To improve the player experience, I would suggest adding an animation that shows how australium is produced before players pick up the payload. Additionally, it would be fun to include easter eggs, such as Mann Co branding, Saxton Hales' hat or references to TF2 characters, on the map.
Good luck.
Is the map balanced for both teams?
It's been discovered recently that the current version of the map is suffering from an issue where the longer the map is played, the worse the performance (average fps) becomes. We're still trying to nail down the cause of this issue, but for the meantime, I'd recommend switching maps after 15~ minutes of playtime for optimal performance.