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Zgłoś problem z tłumaczeniem
https://testing.potato.tf/demos/mvm_electricavenue_rc3_adv_dueling_dams-1674485517.zip
https://testing.potato.tf/demos/mvm_electricavenue_rc3_adv_riparian_rock-1674487041.zip
No strike
Gameplay:
Front plays awfully because of that, its either you hold the ramp with ease or get to hatch hold instantly. It's pretty much unsalvagable and needs to be redone.
[8]Map doesnt have much cover anywhere, scout, spy, pyro and to some extend heavy has very tough time to play here, think yourself as a pyro or spy attacking a giant heavy from behind, where can you go? where can you hide?
Design:
https://i.imgur.com/bqSeDF9.jpg- Weird looking lighting makes this bridge look strange, you might want to use a lighting origin for them all to get more 'consistent' lighting
- Displacement seams seen on both left and right cliffs
- This wall doesn't transition well at all between the three textures it uses here, the ramp has a bit of the same going here
- Same deal as the Upgrade Station wall, the wall doesn't transition very well so it sticks out (could be lighting issue?)
- This is not how bricks work, looks really weird!
- The back of this area looks very unfinished for a rc3, you tried to hide it with the van but it's still pretty easily seen!
- Kits here are barely seen, try placing them in the area circled on the screenshot below
- The water could be changed into something less muddy as it would look preferably nicer, my suggestion would be water_underworld2
- Water in the middle pit has scale set too high, the ripple effect looks very bad on highly scaled water, try using 0.25 or 0.50 on the texture
- While taking a deeper look at the map i noticed that everything is being drawn at once anywhere on the map, this is because there is a big lack of area portals, hints and skips, this might result in lower frame rate.
- Make sure displacements are not hollow to make hints and skips work, fill them with no draw boxes accordingly to the size of the displacement
- Disable Shadows on every prop_static to disable buggy shadows and situations like this one on the screenshot, it also helps with compile times and might have an impact on performance
- No draw invisible brush faces to players to boost the performance and reduce GPU load for example brushes on this screen
- Another thing is the skybox shape, be aware that the most primitive shape of a skybox is a six-sided box completely enveloping the entire map, this will have a big impact on performance, compile times, and will basically create more problems than it solves. Try to avoid that shape at all cost. 3D skybox is also extremely big, 5000x5000 hu of black trees and cheap water is not worth the performance impact, try to lower the 3Dskybox size significantly and replace the trees with mannworks skybox texture, it basically does the same job you are aiming to.
- Rectangle shaped skybox is very inefficient, try closing off some gaps like comparison here
https://i.imgur.com/Kqlbau3.jpg
https://i.imgur.com/VV7Lyec.jpg
https://i.imgur.com/YfuT1gU.jpg
https://i.imgur.com/duTJGWZ.jpg
https://i.imgur.com/SFTpCiE.jpg
https://imgur.com/4lcKH1h
https://imgur.com/uQpe32v
https://imgur.com/RTVKqla
https://imgur.com/fyWY0Oz
https://imgur.com/WchWPVv
https://imgur.com/ELXB7z0
https://imgur.com/TsfHHKS
https://imgur.com/Upb4dyS
Instead of this - https://imgur.com/7ZYVA9B
Do this - https://imgur.com/Jg2qq5S
All of those should help with permormance and compiling times