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Rapporter et oversættelsesproblem
1) How is it meant to be played as CT? 2 B, 2 A and 1 middle??, cuz on middle this map has 3 chokepoints which single CT just cannot hold against competent people.
2) In some areas the absence of handrailings is misleading. Yeah, you will know where to go after few rounds but still. And in ladder room on bombsite A, there's a door which has the same color as the door on the other side of the bombsite so I had quite funny situation which resulted into lossing couple of seconds, nvm.
3) And lastly, if you go to the right hallway as a CT on start of round, there's really bright light entity in my opinion, but I could had some error in my settings...
To sum it up, it's pretty good looking map, even that it uses similar textures like other new maps on workshop (I mean this Nukky style) with layout that must be played with another style than that commonly used - which is good. For example, afterplant situation on bombsite A is very hard for Ts, if they will not take it agrresive.
Fully recommend of trying it. Have a nice day.
Thank you for the constructive feedback! :D
The third point you had was an easy fix (and is ready for the next patch). I will also make the door in the ladder room less interesting to use. Though I will see if I can make the mid a bit more CT sided to make it a bit easier for the CT's to defend. ^^'
PS.
Could you be more specific about the absence of handrailings? Is it specific locations that you think about?
Yup. I am currently trying to decorate the small room above "B". Hopefully it will be ready for the next patch. Later on I'll update the graphics on some of the other "less detailed" areas. ^^
I have my feedback for you:
- BOT NAV: I don't know if you made the botnav by yourself but need a lot of fixes, bots have difficulty to open doors, like the door from Bomb B, and the CTs doesnt stay defending A and B, they go almost of the time in the A open area, if u need some help with bot nav I can do it for you :D
- OPTIMIZATION: So, I have a pc gamer, de_nuke runs well , but your map need some optimizations like portal areas,hints and others to run well.
- From T Base to B the area is too open, you can make it more close quarters.
This is my opinion at all dude, awesome map :D
Thanks for taking the time to give me feedback! :D
The bots should not have any difficulities opening the doors after the upcoming patch. Though I will see if I can improve their skills defending the sites!
About the open area outside of "B": I will see what I can do about that. It currently doesn't have as high priority as some other fixes and tweaks I am working on right now, though I will look into it.
And optimization is something I am trying to improve on as the time goes (mostly due to that hints isn't my speciallity) but I will see what I can do.
Again, thanks for putting time into giving me feedback! :]
In the stairs next to bombsite B, if you want to pick a kill on the banister, you can be stuck in
by the ceiling in the lower room.
It's pretty difficult to get on the ladder in the elevator room especially when we are 5 rushin B
blyat !
That's all, gr8 work m8 8/8 !
I'll be happy to let you know that the 2 latter fixes you wanted is ready for the next update. :D
The only major flaw I found was heavy framerate drop around B site.
I also found 2 areas in which you can hide behind doors (usable ones) and be totally hidden. However they didn't all seem very useful unless you were to be met with a very specific senario.
I've uploaded the screen shots if you care to look.
Overall, great map and I can't wait to see what you do with it.
I will have a look! Though I will only be able to improve on the framerate drop you've found aswell as removing hiding spots behind the doors until the next patch. This is because I will be releasing a big update tomorrow that I've been working on during the last few days! :D
Thank you for your time giving me feedback! (y)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=700746044
I have one question though, and it has to do with a set of doors by the elevator shaft to B site.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=700746075
I don't know if it's intentional, but the two different door handles kind of bother me.
PS. I'm glad you put the chopper in the map, as sadly its seems only CSS maps still use it, but I like it.
Great map!