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- T side red box headglitch is a bit overpowered.
- Due to the removal of the side catwalks, the wallbang to heaven on top of marshmellow no longer works on the right side. EDIT: Only works with an AWP/Auto, no AKs or M4s.
- The garage door at the bottom of ramp with the radioactive warnings on it should be wallbangable.
- Make the B site a bit more open without the wallbangable wall shown in 3klik's video.
- Remove toxic window, as nades can easily expose this area.
- Add sandbags back to sandbags to give more cover.
- Add more boilers into the truck in T spawn.
- Remove the awkward upper ramp on ramp, just use more crates and things for cover
- A little less cover outside, but not too little.
- Shorten outside catwalk.
- Remove a few (but not all) of the various indents in the walls to prevent camping.
-cover at outside allows smgs/shotguns to get too close to awpers at garage, I would suggest pulling the garage wall(with the tire stack) closer to ct spawn so awpers can watch outside from more than one angle
-on A site, i recommend adding a ladder on ramp side that goes up to rafters, so terrorists can utilize the other side of rafters(which is currently unaccessible) and also be able to contest CTs at heaven http://imgur.com/LKtJAxj,CcZ8EBV#0 (2 images in that link)
From a gameplay perspective I think outside is weird now, since you cannot really watch it alone as a CT anymore. You need to put two people outside because it's too easy to use smokes and flashes to sneak up on the CTs. That means you can only have 1 CT at ramp, which at the current design of ramp basically gives it to the Terrorists.
On the servers it still seem CT sided, but I think with coordinated takes (especially outside with good smokes) it will get heavily T sided.
I think the window for toxic is pointless, either it should be removed all together, or kept the same, but the window ruins its true reason for being there.
T-Roofs are great for saving or lurking, but I see what you mean when you think they're pointless. I think having a ladder that leads towards marshmallow, but keeping that upper roof gone would be a good idea.
A site is much too open, there isn't much room for hiding, and I think this gives the CT's a bigger advantage as they can still camp from rafters.
The connection to ramps is tedious for the terrorists, but I think adds some balance. This can definitely be changed (maybe be a bit more open)
The outside changes are probably where this map shines, as they are some of the most important ones. There are so many strategies that can be done with these changes, as the terrorists have access to the entire map just with this connector. It could definitely be balanced a bit more towards the CT Side, as they have to be constantly moving and watching every possible spot.
I like how the silos block hut from rafters.
I also REALLY love the ladders in B site, they add a good tactical touch for the terrorists.
I like how ramps were changed, they give more of a stealthy feel to the map, and allow for more tactical play when pushing ramps or protecting (such as headpeaking, etc.,)
I REALLY do like the connector from ramps to b site, it gives more spots to play, and to push making it a more immersive experience.
The ramps area is a bit cluttered, and can be moved around (the boxes).
I think that the vent area (connecting to B site) can be open, instead of having that vent. It's tedious for both sides, however it obviously can give the terrorists an upside when moving into the b site, as they can hear the CT's coming from there. Since the CTs have that cover, it's fair enough that the vent can stay, that's just my opinion.
Overall, I really hope valve takes most of these changes in mind when (probably) remaking the map as they did with de_train.
Thank you for doing such a wonderful thing for the community, and providing some scaffolding for a new and improved nuke.
That's some very deliberate parking by the CT's also. Especially considering they exit out the back and have to climb over the car now. Then again the original was like that also.
I'm happy the owner of this powerplant decided to make security a concern. Not having boltcuttters shouldn't be the only reason terroists can't get in.
Also I think to get up onto mini you should be boosted either from marshmellow or red (mini)
http://gyazo.com/24ab80cdd877cc92d831a5c730a3d951
Also theres a little crack between red and mini, which you might want to fill in, but to me idc really.
It's also pretty obvious the Ts are in an alleyway, and that that alleyway continues beyond that wall, making it stick out like sore thumb.
Nah, power plants totally have chain-link fences--including de_newke, which elected to put chain fences in every area but T Spawn.