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pB.

[WIP] DE_MUROS

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I see this in several places and is a super easy fix. A lot of the stone textures don't align over different brushes. A clear example is the picture of the round tower in the imgur album.

Edited by Quotingmc

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I see this in several places and is a super easy fix. A lot of the stone textures don't align over different brushes. A clear example is the picture of the round tower in the imgur album.

Thanks, this will be fixed!

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The texture issue as well as some bugs have been fixed. The shadows have also been brightened which has improved visibility in parts of the map.

Thanks for all the feedback!

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The big post reddit playtesting update!

+ Moved A ramp tree so it doesn't obstruct grenade play.
+ Moved A ramp skybox so it doesn't obstruct grenade play.
+ Raised the ceiling and doorways in A house so heads can be seen from A site.
+ Moved short A door so Ts can move to long without being seen.
+ Moved T spawn towards A to reduce B rush effectiveness and to allow a more effective A push.
+ Widened CT spawn to make it easier for CTs to move at round start.
+ Moved CT spawn closer to B to counteract removal of cut-through to mid.
+ Made B heaven roof longer to look more realistic.
+ Changed clipping on rails at B to allow grenades and bullets to pass through them.
+ Fixed crate exploit at B.
+ Raised the door at B tunnels to allow for fairer conflict.
+ Added concrete shields at B to prevent CTs from flanking B tunnels from mid easily. (Grenades can still be thrown over the top)
+ Improved A site. (Subject to change)
+ Added grate at B corner window to remove confusion over attempting to jump through the window.
+ Re-detailed A.

- Removed roof from middle to de-clutter and improve visibility.
- Removed statue from B fountain to improve visibility from heaven.
- Removed middle to A connector barn to de-clutter and improve visibility.
- Removed the gap in the buildings by CT spawn to allow greater T control of middle and to raise rotate times through CT spawn and therefore reduce flanking.

Imgur album

Thank you so much for all the feedback

-pB.

Edited by pB.
Added imgur link

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Just made a new update following feedback from the playtest (sorry about the delay!):

  • Flattened out a lot of the map as that was a reoccurring issue in the feedback.
  • Added much more optimisation. (given me + ~20fps)
  • Added more details.
  • Bug fixes.
  • Changed some of the lighting.
  • Raised the roofs in lower areas.
  • Added clearer radar.
Edited by pB.

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I just wanted to say that you've nailed the A bombsite, there's just something about it I really like. Probably the elevation on the T side combined with defensive position of the CTs creates an interesting gameplay, I enjoyed it a lot.

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I just wanted to say that you've nailed the A bombsite, there's just something about it I really like. Probably the elevation on the T side combined with defensive position of the CTs creates an interesting gameplay, I enjoyed it a lot.

Thanks a lot for this comment. After the previous playtesting it was obvious that there was something wrong with it and this is the result!

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