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报告翻译问题








It's just a suggestion but i feel that it probably has too many ''connectors'' into the middle area, maybe it would be better to simplify it, for example the atrium area has the connector to the computer room that leads to vending machines, at the same time if you choose to go through the locker room you have the vents that leads you to the exact same spots, doesn't make much sense to me because those passages are both very close from each other so i would probably just remove the computer room completely by closing both sides and pull the vents a little back and make it connect as it is to the vending machines, hopefully you'll understand what i'm trying to say.
Another suggestion that i have is to remove some props like some toolboxes that are lying on the floor, some barrels on the ct side, a box that is on yellow at the back of A bombsite, etc, those can disturb players movement and little things like that do make a difference.
Cheers ;)
but maybe that's just the feel you were going for, that i don't know...
this map is ct sided, there is not much passage way for t to get to the bomb site,
I suggest that we add one more passage way to b and cut off the vents area from middle and add a door to it insted,rest of the map looks great but there is not much place to throw smoke at middle.
Keep up the good work will play test it if a new version come out
Middle: Too many side connectors. Instead of multiple hallways, one larger doorway for both sides, like tunnels and short on de_dust2, or go for the vent - hall split like on de_season.
A Site: When the CTs go for the retake, I would eliminate the possibility for Ts to head up to balcony. This makes any retake from that position pointless because Ts have easy access up there and can prevent the push to balcony before the CTs even get there.
B Site: Extend the bomb plant outward a little more towards the CT end of it. It feels too small and doesnt make for open plant spots for the Ts. An extra crate or two wouldn't hurt for better defenses from Ts and cover for retaking CTs that push the site.
Misc: Textures are OK, but could use a buff. They are great and simplistic, but a little realism wouldn't hurt. Go for the vertigo/cache/season style.
Thanks, hope you take any of this into consideration
missing a file
CColorCorrectionSystem: Missing 'materials/correction/cc_de_neutron.raw
Please add more props/cover in middle section of map.
Hey man,
after playing this map with some friends and stuff, the one thing that I found a bit challenging was that the map was a little to big for a typical 5v5 competitve gameplay, especially when its a 1vX with time running out. Other than that great job :D
It seems like lots of people are saying:
- The map has too many connectors, particularly around mid.
- CT bombsite rotate times are a bit short, making the map CT sided.
- Mid is a little empty
I'll take all of this into consideration for my next patch.In addition, those who reportred bugs, I've also wrote those in my To-Do list.
Thanks to everyone who has left feedback! I'll start working on the next update soon.
While we're at it, i should warn you that are some places where the bomb can be stuck and t's can't recover it back, like between some of the couches, the scaffholding near the b bombsite connector, etc.