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
#1: The lighting across the map does not align very well with the skybox. Either the light_environment should be made brighter (and the fog too) or the skybox should change to one that is significantly darker.
#2: The tree cards below the bridge should be changed out for actual tree models as their material isn't affected by lighting. If you are concerned about performance you can make them fade out at a certain distance.
#3: Skybox fog should be implemented if you go with a brighter environment to seem more natural. Put a brush with a texture on it that has a fade like skybox/urban_horizon in the 3d skybox for skybox fog to blend with. Makes a horizon look far more natural.
#4: Put regular light entities alongside the light_spot to simulate refraction/diffusion/the light just behaving like a light better. Just give it a low brightness so it doesn't overshadow the light_spot. It will just look way nicer and make it less of a stark contrast of what is easily visible and what isn't.
#5: Raise the fences on the bridge or clip them off. If you have a niche strategic reason for leaving them accessible that I can't detect then that is fine, but it seemingly serves no gameplay purpose to stand on top of them and it pushes you off the edge anyway (Though you can counteract the push and stay up there anyway which I imagine is not intended). Would save performance by having less trigger_hurt if you just clip them off instead.
#6: Certain vehicles should be clipped a bit better to ease movement. Like the back bumper of the red truck near a cement mixer, and the front wheels of that cement mixer itself. (As well as any other cement mixers and trucks.)
That's about all I can think of at the moment. Thank you.
Lighting is poor, I'll assume that's partly because of the skybox.
FPS is terribly bad for some reason. I get as low as like 80-90 mid round when I should get around 140~ at lowest which is what I typically would get in a Survival round on Official Maps.
I honestly would probably refuse to play it just because of this as the game doesn't feel smooth to me anymore since I'm so used to playing higher fps and on 144hz
Bots refuse to ever heal with Medkit, only Pills/Adren and rarely pick up ammo from the ammo piles, but I'll assume that's a Valve issue.
Map's far too easy. I can solo 20+ with bots even with the issues they have I mentioned above. I can't imagine what a round with real players would go like, It'd probably be just as easy as Parish Bridge.