Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
this map is added to my collection "PUMP YOUR PUBLIC"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=256771524
:)
Some of the spawns in deatmatch mode is outside of the map bounderies. I will fix that soon, thanks for the feedback.
"bug". Please clarify
Do you mean that you prefer a larger map with the objectives spread out? For the next update later this week I intend to actually make the map smaller and more focused on the house, with bombsite B in the basement. But if you have other suggestions I might change that.
* Removed the barn, the tunnel and bombsite B (will add a second bombsite in a later update)
* Added support for demolition mode
* Remade alot of the terrain, added two new paths from T spawn to bombsite A (the bridge and over the "mountain")
+ Minor details
Next update will probably include propper terrain, not placeholder dev blocks as it currently is.
I might also add a tunnel from somwhere near T spawn to the basement of the house.
Really loved the entrance through the ladder to the tunnel, although the bots couldn't use it...
Thx again for your hard work!
I am not entirely content with the new version of the map though. The main reason is that by moving bombsite B focus has been moved from the house to a much wider area, and the house was intended from the start to be the center of the map. Moving bombsite B back into the house is of course an option.
The barn, where the bombsite currently is, will be removed however. It doesn't really fit with the rest of the buildings. It could be replaced with an unfinished structure (similar to the one on the front side of the house), with building material lying around as cover, should I choose to keep bombsite B in its current position.
The map now has much more focuesed routes instead of just one broad path to the objectives. Changes in the update include:
* Remade most of the terrain in the map
* Moved terrorist spawn
* Added a new forest route leading to a new building, a barn
* Moved bombsite B from the basement to the barn
* Added a tunnel leading from the basement to the barn (bombsite B)
+ Many more minor details
However your suggestion for adding a "custom" path to the balcony is definietly something I will add. As of now there are only 2 ways to get to second floor - either via the stairs inside the house or the stairs attached to the balcony on the outside. The lower bombsite for exmaple has 3 paths; the tunnel, the storm cellar entrance and the stairs.
For the final version of the map I will manually fix this and some other issues as bots tend to get stuck in certain area of the map. For example they occasionally fall of the bridge in T spawn, and are to dumb to jump up on the brdige again via the boats or use the ladder, and will then remain stuck in the water for the remainder of the round. But the tunnel problem will have to remain untill then.