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- Fixed players standing on forest house roof
- Robots now do not take the bomb-pit shortcuts
- Fixed capture-point not resetting properly
General changes:
- Lighting fixes
- Cave replaced with open area
- Major castle area changes
- Major forest area changes
- Increased ammo around hatch area
- Buffed dice effects
- Fixed gatebot behavior not resetting
- Fixed capturepoint saying its locked
- Fixed bots avoiding cave (hopefully)
- Added dice effect text
Dice effect changes:
- jrain 10 seconds -> 45 seconds
- lowgrav 15 seconds -> 30 seconds
- highgrav 15 seconds -> 20 seconds
- bleeding 20 seconds -> 30 seconds
- speedboost 15 seconds -> 20 seconds
- Removed ignite and health regen effects.
- Fixed dice bleed effect blocking engineers from building
- Added wave_start_dual_relay
- Added wave_start_ironman_relay
- Added wave_start_dual_ironman_relay
Overall for an early alpha map, it looked and played fairly well. The detailing (in the few areas that are fully detailed) are aesthetically good. The layout in the little time that I tested it also seemed to play fairly well. Nothing stuck out too much as awful.
I wasn't able to witness what happens when the control point in the map is capped, as it never occured during the test I was in, so I'm unable to comment on it.
There's a few issues outside of that, as expected for an alpha map.
Issues:
- There were lots of unintentional flanking bots during the waves. It's an easy fix to make all bots follow the bomb path (change the tags in the nav_avoid entities to include "common").
- Bots for some reason get spawnroom invincibility from the spawn by the orange dev texture gate. This should be fixed as it's confusing for defenders, to have the bots invulnerable and unable to shoot for seemingly no reason, despite visually being outside the spawn.
- Bots (mainly on the top spawn) like to take shortcuts down to the bottom, taking fall damage and often appearing to come out of nowhere. The nav should have as few direct connections from the top to the bottom (especially around staircases or slopes) so bots don't try to kill themselves while going down. (Note that you don't have to remove every single connection, just ones that enable the most bots to create shortcuts out of them.)
- Fixed lots of unintentional flanking in town area
- Fixed bots spawn room invulnerability being too generous
- Fixed left bot spawn robots taking shortcuts
The layout of the map is simple yet intuitive, it is a well made map. Sightlines are good and there is plenty of cover to take, and space to maneuver. There are few issues when it comes to certain gimmicks such as the gate capture effects and the pumpkin bomb placements.
At the front of the map there is a seam where you can see the void. https://i.imgur.com/It3UoEy.jpeg
The bleed effect has to go. It has no place among the other capture spells where bleed just straight up kills you if you don't have a reliable source of healing. The other spells are fine.
These pumpkin bombs are badly placed, if your objective was to screw over red team with the placement, it does exactly that. There are several spots that could be used to take cover but are invalidated when a bomb is spawned there. Bots typically take corners tightly when they navigate around the map and since these bombs are placed far away from the inside of the map, it is rare that they can be used offensively to kill robots. Please relocate them to spots where they can be more beneficial to red or remove them.
https://i.imgur.com/3y0a5JZ.jpeg
https://i.imgur.com/OeIWqWJ.jpeg
https://i.imgur.com/0Jbtcn7.jpeg (This one isn't so bad as it can be used to kill robots)
Past the second half of the map, robots tend to stray off the bomb path especially when the bomb is close to hatch, make use of nav_avoids as robots will flank and deploy the bomb on unsuspecting players. The nav_avoids should have the tags "bomb_carrier" and "common" to avoid flanking. Alternatively you can also make use of the "flanker" tag to designate certain routes where you want flanks
The art pass is great and visually appealing, please have it finished by the beginning of October.
- Fixed seam at front of map
- Disabled bleed effect
- Removed pumpkin bombs
- Fixed lots of unintentional flanking, again
- Misc detailing work
https://streamable.com/op9nqj
- FIxed nav issue that broke a engineer spawn
- Misc forest detailing
- Major detailing work
This should be a passable version, please test as early as possible