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I made kinda a "trigger_hostage_reset" for a cs_map i made, if you want it, contact me!
- I guess the FPS-drops come from less opimization with hint textures (?), so that a lot of hidden displacements, brushes and entities are drawen. Atleast I thought that while walking though the corridors with "sv_cheats 1; mat_wireframe 3; mat_leafvis 1"
- The feeling about the width of the corridors is probably player dependend, but I hype cs_office because shotguns are worth a buy. At this point the map is more like for AK or AWP -Players
- nav files could need an update
Im very interested in that project because I work on an office-remake aswell, but I think I put it aside by that competition ;)
thank you for your feedback.
if enough people see this as an issue im going to fix this. but for now i stay with detailing - what will reduce the corridors as well.
I love office and i would love to see it back like this!
But there are some things that i think could be fixed, and i want to give you some feedback!
The light entities in some areas are very bright
( http://i.imgur.com/4rPWwXk.jpg )
I think that in this example, the lighting is perfect, if you can adjust that, would be nice
( example: http://i.imgur.com/CB7UBI4.jpg )
the most complicated thing to change is that, the corridors are too large and too high
( http://i.imgur.com/bPu4PMd.jpg )
it would probably be a lot of work, but in the map, i miss the small corridors of office
( http://i.imgur.com/dUZwPmF.jpg )
It would be cool to be bigger for mobility,etc. But I think it's too big
after all, your map is very nice 👍
now ive to finish it. thanks for you effort.
1. The lagging. As you stated, there is a decent amount of lagging when outside. But I also noticed lagging while in the building.
2. Cover. What I mean is that since you expanded the size of the hallways and rooms (specifically by the kitchen and projector room) there isn't mover cover to hide behind. I would add more inanitmate objects; chairs, tables, boxes, etc.
3. The stairs by T-spawn. I noticed the tall stairs by T-Spawn in front of projector room. I think you should make them accessible. It would be a great vantage point and suprise spot to ambush CTs rushing into T-Spawn
Besides that, I think your redesign is fantastic and if possible, I would push Valve to put it into the playable maps for everyone.