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翻訳の問題を報告
1. Start with 2 and see how it goes.
2. Give it a shot.
A couple of comments:
-Lighting. I noticed every single light in the map is on, including 1) outdoor lights in the middle of the day and 2) several indoor lights that shouldn't be working (in damaged areas, lack of power, etc.)
-The dumpster outside of T spawn makes for a really hard-to-hit/see sniping location against CTs pushing outside. Maybe replace it with the closed dumpster model from Vertigo.
1. Provide a shorter route for rotation, but it can be heard by your opponents;
2. Add a new angle of approach to site B;
3. CTs are now a couple seconds closer to that site.
Other than this minor change, I think A-site has too many angles, for both teams. I wasn't able to find any good smokes that provide cover for the Ts, so you may have to consider removing some of the cover spots on the CT side.
Graphically and aesthetically, the map is on a very high level, worthy of the next operation, it just needs some gameplay improvements.
NX: Good point about the lighting. In my head, the fiction I have going for this place is that the military has restored power to the building to use it as a black site or listening station, and the Ts are not too happy about this. That said, I'll look into ways I can make it look more ruined. Also, I replaced the dumpster.
DorDIE: I added a bit more cover to B bombsite in the latest update, but let me know if there are other areas you think need more cover.
K'nd: Interesting idea about using that double-door in the pipes area to connect to B. I think the travel time might be a bit long, but I'll keep that route in mind.
VAKO: Your B-site door idea is a great suggestion. I'll have to tinker around with it to see how opening that door will affect performance, but I think it should be OK. As for A-site having too many angles, yeah, I agree, it's a bit wide open. In the past I've considered putting up walls in certain places in order to segment the space a bit -- I'll spend some more time on this.