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
After a thorough walk-through, I recommend the following adjustments:
Add death walls/barriers around the map perimeter, especially behind the house.
Improve slow lighting transitions in the main and back rooms.
Add collision to rocks that can currently be phased through.
Place barriers on the left side and rear of the house.
Fix underground walls with proper collision and reduce adjacent room brightness.
Remove or hide access to the apparent testing zone.
Add barriers around trees as needed.
Ensure a continuous outer boundary to prevent players from leaving the playable area.
The map has strong potential, addressing these collision, lighting, and boundary issues will make it feel polished and ready for release. Cheers!
The maps looking good cant wait to see what you guys can do with it!