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💓💓💓HAVE A GOOD DAY !💓💓💓
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Thank you for your feedback! I'm currently working on a big update addressing these concerns.
I'm documenting the whole process over on Mapcore:
https://www.mapcore.org/topic/20826-opal/?page=5
Thanks again!
-Added slope clip brushes around benches on BSA, to step on them instead of getting stuck
-Remove clip brushes on pots on BSA, and moved them in a way that makes players that crouched on top of it more visible
-Removed collisions on some ceiling props in the underground areas, since we could knock our head against when jumping
-Fixed an issue where player could plant bombs on top and under benches on BSA
-Improved lighting in "staircase room" near T-spawn
-Improved lighting in "storage room" near CPB
-Fixed some rendering distance issue with some static props
-Added a gate in an alley in mid
-Replaced textures in CPB room
-Improved look of some house facades
-Added tire tracks on road in certain areas
-Fixed a shading issue in room that leads to BSB, CT-side
-Fixed some shadowed "black surface" issue on certain brushes
-Fixed an issue where a sign near CT-spawn had mirrored lettering on one side
Awesome map btw gj :D
- Re-shaped the "memorial plaque" cover on bombsite-A
- Added a another cover on bombsite-A, facing chokepoint-A (the platform with the 2 stairs)
- Moved up a ceiling vent in storage room, since we could knock our head against it when climb on top of objects
- Reshaped ceiling at chokepoint-B to make slightly easier to chuck grenades
- Fixed an issue where we could stand on the border of a planter in a corner of bombsite-A
- Replaced chairs at seacliff with new custom chairs
- Re-Added places names - These names will be used to describe certain areas in change notes from now on
- New ambient sfx on electric boxes in the underground areas
- New ambient sfx on some ceiling lights in the underground areas
- New ambient sfx on pipes in the underground areas
- New ambient sfx on the "observation room" at bombsite-B
- New room tone sfx in several underground areas
- Added more seagul ambient sfx on T-spawn
- Removed small gap between stairs and building on the A-site side of the CPA platform
- Removed "pipe" shape on CPA platform, reducing the effectiveness of Ts on chokepoint A
- Removed a cover on B-site (forklift with stacks of barrels), makes for less angles to check when defending the site
- Made the wall in the corridor that leads CTs to B-site simpler visually, to improve readability
- Improved shape of the round balcony on A-site, to reduce the effectiveness of the Mid to A-site alley
- Lowered bushes that are in the "vespa planter", on the CT side of Mid, to improve readability
- Fixed an issue where bots could get stuck and keep jumping in an area of the Mid interior house
- Fixed an issue where the top part of the tower on A-site would sometimes disappear based on camera angle
- Fixed an issue where the "chalkboard menu" prop on CT-spawn would not render correctly (z-depth issue)
-Added more clip brushes to smooth out surfaces where we would snag, in several areas
-Fixed some issues where we could stand on trims in front of some houses by using the boost jump technique
-Added logic that plays a sfx when shooting on bells, on the tower near the T side of Mid
-Reworked arches and gave them a better shape, (e.g. the arch over the street in Mid)
-Replaced railings on some balconies, to have a better variety around the map
-Reworked ramp tunnel that goes up to SiteA
-Reworked Mid-SiteB connector (the small ramp corridor that leads straight to the site)
-Added more windows on houses that are outside the play area (some of them still had none...)
-Reduced file size on the workshop from roughly 250mb, to 24mb (yep... 10 times smaller)
(These are the main changes, see the Change Notes section for more info...)
Major improvements are on the way with v1.10 - I want it to be the largest update ever for the map!
Thanks for playing!! <3
- Added 1 more horizontal hint brush across the whole map, to help with optimization
- Added a climbable vine that allows CTs to easily access the high ground in Mid when moving from spawn
- Added holes on the CT side of the sky bridge in Mid, to give more possibility when rotating to Bombsite B
- Removed 1 of the 2 traversable windows in the house on the high ground in Mid
- Removed the ladder brushes on the traversable windows in the house in Mid, felt annoying according to feedback
- Added several "Block bomb" brushes, to prevent the bomb from getting stuck when dropped in certain areas
- Slightly increased the height of the "counter" in the restaurant area near Bombsite A, to create a better cover
- Added more overlays and small details across the map
(Not everything could fit in here, see the Change notes section for more info)
Special thanks to @Vizo, for the help with the public playtests. More changes are on the way, based on the feedback given by players!
-Fixed several issues where players could get out of the play area by "run boosting" (Thanks @mackatozis)
-Fixed an issue where grenades would not collide with stairs, and simply fall through them (Thanks @Bungalow)
-Added several horizontal hint brushes, to make the environment get streamed in and out in a more granular way (increasing performance)
-Greatly reduced distance at which detail props can be rendered (increasing performance)
-Decals pass (Namely paint stripe decals, and a new fallen leaves decal)
-Added more dirt and weed detail props
-Added more invisible brushes, to prevent player from getting stuck while sliding along surfaces
Thank you for your help! A fix for this bug will be included with v1.07
Cheers!
Such a thumb doesn't hurt, but honor your work.
This is my THANKS to the mapper.
greetings Campender Rusher
Man, you have to fix these bugs
-Added max render distance to props outside the play area (except skybox), which should help with performance
-Added more brushes to create more granular visleafs, and stream/unstream the map in smaller chunks
-Fixed an issue where players could climb on top of horizontal wood structure at bombsite A
-Fixed an issue where players could boost on top of a wall lamp at CT-spawn, and possibly go off-map
-Added more details to the facade on some houses
Hey, great idea! I submitted it :)
Thanks for the heads up!
https://docs.google.com/forms/d/e/1FAIpQLSeJMBuiqVOaHo_eetpedk-GyaUZ7PTCOD0qk0WOVz4IEyWyAA/viewform
-Added fog (very subtle, to create a blue atmosphere)
-Decals pass, especially in mid and in the underground areas (Thanks @z0ro4rk)
-Added decorative a door at CPB
-Added small patches of grass on the streets
-Added more details to some house facades
-Significant art pass in CPB connector (the industrial room with the metal staircase)
-Added new props (clay pots, shop signs and animated Greek flag) in the streets
-Fixed an issue where a large part of the skybox near TS would be fully shadowed
-Updated position of small rectangular hole in wall on BSA (it gave CTs and exploitable LOS)
I'm actually working on performance right now, and I can definitely do something about that - Thank you for clarifying!
But it is Still a very beautiful map.