Uploaded a new version fixing some clipping bugs and correcting skybox positions.
Next period I'll try about creating environmental events...🚁🚁🚁
Uploaded a new version fixing some clipping bugs and correcting skybox positions.
Next period I'll try about creating environmental events...🚁🚁🚁
You can now play the map on many of the PerfectWorld servers(you can just regard it as the Chinese Faceit)
I have recorded moments when de_Panlong got its first piblic running.🥰 The video is right below↓
【CS2】“最优质的反恐精英” : https://www.bilibili.com/video/BV1GM4m1…5f29628f0753712
Time for Legendary 📸READABLE UPDATE📸 !!!
Spoiler Hey, could anybody help with that unpickable C4?
No much days away from faceit playtest, so I upgraded the readablity of the whole map. (even not only for all players but bots🖥️👍🥸)
In this update you'll see every section of the paths is marked by specific colour, and water areas are divided into bombsite water(azure) and walkway water(silver).
Together with fine-trimmed radar, all players can understand the map design by even the first look.
Many other changes:
1. Grand window of mid has been lower, so you can witness more parts of the dragon.
2.Plantable area of the A site has been marked by white flowers, and the whole bombsite was bit more lightened.
3.Wandering CT up ground might be teleported down into the abyss.
4.Bot gets cleverer, while still far from human beings.
All last troubles came out to be that——
I've tried countless ways to teach the bots but failed. Anyway, I wrote and tested a teleport to throw them down into the hole and everything seems to go well again.
But there's still a mysterious error that Ts can no longer pick up a thrown C4. I mean, how come a C4 cannot be picked? All the terrorists gather and jump over the bomb while nobody is able to interact with it.
(Cuz the map is under playtest by some servers, I didn't upload today's progress. Forgive me just telling you instead of welcoming guys to run the map.)
Quote from Rebze3 hours ago, Rebze said: Hi! We cannot promise we can forward all feedback we see (lots of feedback will also just be in the hub chats on FACEIT), but we'll try to forward the players that are giving feedback for Panlong on Discord to your topic.
Thanks for your help, and I'll try my best to collect some real-time chats during the game too.
A better-lighting version of Panlong has been uploaded. That implies the first maintained period, during which Panlong will not have huge changes. It may stay for a whole week, or even half a month.
It's the best chance to experience the amazing world and share your feelings and opinions. Also, you may come across this map in the coming Batch 1...
Hello, Discord cannot be approached here (China and I don't have a vpn). Would it be possible that questions around my map could be transmitted here into my Topic?😰
4/29 of China is coming,and here we are in 🌏 RESULT UPDATE 🌏
First playtest is over successfully, and results from volunteers are as follows——
1. Moved T spawn down into the abyss, which save your times from climbing the long long rope to get your teammate's C4 back to the battle field.
2. Turned B-long into B site, you will snatch the bombsite from CT's eyebrow, or just runboost to fly beyond the gap(Trust me. It's great fun)
3. Shut down B underway, cuz from the on, it serves no B site there.
This is the clever 🈷️ THIRD DAY UPDATE 🈷️
1. Big changes around A-B connect, deleted catwalk from Mid to connect, added a new hole for grenades, set a barrier to force Ts to jump beyond.
2.Covered A site from CT Spawn, and making pale leaves and the top light become a Chinese painting. (lool up at A)
3.Added a temporary ladder for Ts back home.(I'll carefully design it days later)
You can now play it with your friends!
I also checked the map after the update and it's going so well, Have fun 🥰
Proudly introducing 🐉 FIRST DAY HOTFIX 🐉 to you!!!
Our playtest is sheer fruitful, also thanks for your replies in Mapcore, de_Panlong is getting to a higher level 🥰
In this update, you will find:
1.Serious bugs fixed, including postprocessing volume hitting grenades, stream upstairs pulling players' legs...(how weird my mistakes are)
2.Added the colour GREEN to the map, and I'll reveal that every season is going to take an area in this map, according to the Chinese philosophy.
3.Opened up the mid.(It will be bigger and bigger, so, NikiOo, I hope it may cause no more claustrophobic)
The hidden reason came out....
That's all because of EVERYTHING(NOT''''PHYSICS DEBRIS) in spawnflag section of post_processing_volume.
When it is enabled, every grenade (which is included by incredible EVERYTHING)will receive one time hit by postprocessing area, causing molotovs explode in no time.
So guys, I just forgot to delete those weird explorations(cuz this is just my third map...and I'm always trying something new) and my curiosity awarded me with the very first joke in Mapcore Contest 2024.😅
In a word, we'd better change no default settings. 😈🫱 🖥️🤓 🫲😈
Quote from NikiOo31 minutes ago, NikiOo said: It's not just molotov. All the grenades seems like they hit something immediately after you throw them. Maybe some of the environmental effects you're using — I'm not very familiar with the engine. Try disabling them and see if it changes anything.
The directional sound from the rain is fine when you're outside in the rain, but when you're inside it sounds really bad — especially when you're in the tunnel at spawn and turn sideways. Maybe try with different headphones to see for yourself.
I don't know if you've noticed that in some parts of the water in middle you are slowed down. Maybe it's too deep, maybe that's how you want it, but it annoyed me.
I think it's okay to have crouch sections but not so much in places where you're gonna be fighting a lot. Maybe think about raising the ceilings of some of the vents. There's generally a lot of jumping and crouching and snake paths that you have to do to navigate the map and people might find that annoying, but you have to playtest it to find out.
The theme is epic. I like how you enter the map by dropping down and I like the big open bombsite with the statue. The middle portion of the map feels a bit claustrophobic to me, but I've only tested it on my own.
Thanks for your reply. I've noticed the midwater problem actually and I finally fixed it today, and I'm trying to widen the ceiling of the mid, too. Probably you will see these changes in the coming update on 4/26.
I found those strange sounds of grenades, and you did remind me that they "hit" something. I'm doing my best to deal with it, but the situation doesn't get better (sad). It seems a ghost entity is walking together with the player...
Also, your suggestions on crouch sections are really helpful, I'll reduce them.