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报告翻译问题








The environmental sounds—"ocean noise and machinery noise in the basement"—aren't dynamic and aren't in stereo, but in mono.
Normally, the closer I get to the water, the louder I should hear it, and the further I get to the center of the map, the quieter it should be. When I'm inside a building, the ocean noise should be reduced by 90%, or even canceled out. The same goes for the engine room; currently, the sound is the same everywhere, whereas in reality, the closer I get to the center, the louder it should be. For stereo, if I place my character on the right side of the ship, I should hear the ocean louder in my right earbud than in the left. Similarly, for the engine room, the sound should be centered on one or more areas, and when I'm near a machine—let's say it's to my character's right—the sound should be on my right and quieter on my left. Regarding the map access area:
You shouldn't have access to the left and right edges of the boat. This allows you to hold too many lines (in my opinion) and lets you get above the jacuzzi. You can also hide behind the mezzanine (the central part on the right side of the boat). If you're crouching, you can also get behind it from the inside.
At the balcony in the center of the map, you can jump onto the hole on the left and get stuck.
If you could remove the text you put at the spawn point when the game starts, as it's blocking the window a bit.
I think audio design is an important step in map design, especially in SC2, which requires attention to every footstep and reloading sound. It's a very good map and, in my opinion, the best COD BO2 map on CS2 to date. Oh, and normally the lines of the boat on the outside are blue, but well, I think that's your signature.