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Adjust station window size. Bit over sized.
Fix a few dark skybox catcus.
Optimize
EDIT
after a few matches i can say a bit more. I see you changed a lot of map. Sorry for that.
A site is too op for Terrorist. It took only 12 s to plant a bomb from the farthest t spawn.
Nearest only 7-9s. After plant there is too much space to hide, and hold ct away from the bomb. Bird flying over site A is terribly distracting.
Plants are really annoying. Why are they solid but you can shoot through them like through the air. In real life you can go through the bushes. I think you should change this.
Tunnel to site B have barrels. They looks like they have own light. They should be darker.
I'll play a bit more, maybe i find some more things. Sorry for my criticism and my englich :<
EDIT 2:
There is a invisible path on roof from Hotel to middle house. Auto-climbing haystacks are really dumb and creating tactical play impossible. Inside house A there is too dark from outside - i can't see enemies ;< Middle path (with barrels in it) is one way road... camping there is just dumb and this path is useless.
A bomb site's short run is in the open for snipers which makes it hard. CT's can run behind the boxes and get into A site plus top the roof just as fast. I'll watch more 32 player match of the map and tweak it a bit for perfect balance.
The invisible path was for bot path creation. The area is easy to jump across. I'll remove it in the next update.
EDIT: please fix haystacks, they are anoyingly easy to climb, which makes no sense in tactical or technical ways
- Added breakable shutter to A bombsites nearest window over terrorist spawn
- Removed 5 displacements not visible from within the play area.
- Fixed the water tower joists being shadow black and gave them a bit of a blue water lighting.
- Reduced the windows open at A bombsite over terrorist spawn to balance for smaller number of players.
- Optimized the map gaining 25+ fps.
- Changed beam ledges func type and clip them from being walkable.
- Added beam ledges on barber shop.
- Added bloom effects to make the outside look more desert bright.
- Added sum effect.
- Cleaned up the outer parts of the map to make it more visible.
- Fixed draw distance of a mattress to ensure players cant see though the cells in sheriffs.
- Pro clipped just about every corner to keep players from getting blocked on windows, doors, and roof corners.
- Removed one swinging door at A bombsite to balance low number of players.
And there is little spot where you can see T spawn, not OP, but surely just made in mistake.
Move that windmill at A area so you cannot jump on it and see enemies from one pixel big spots, while enemies cannot even see pixel of you.
- Added alot of custom models to replace old texture details.
- Added more custom bump map textures.
- Added train and model railroad tracks.
- Replaced some displacements with models.
- Reduced the size of boxes CT side to bombsite A to balance the A rush.
- Slowed down dust and water drip by half.
- Reduced edge models visable range to enhance map performance.
- Detailed broken down porches so better visual effect.
- Removed some static dust triggers to clear visual area.
- Added card tables with playing cards.
- Slowed windmill because its to old to be spin so good.