Jump to content

Recommended Posts

The visuals are great. It's a joy to run around the map!

It's a minor thing but the Terrorist bots have no idea how to navigate the map. They seem to get stuck in T-spawn.

Edited by WAve

Share this post


Link to post
Share on other sites
25 minutes ago, WAve said:

The visuals are great. It's a joy to run around the map!

It's a minor thing but the Terrorist bots have no idea how to navigate the map. They seem to get stuck in T-spawn.

Thanks mate!

Yeah the issue is that there are trigger_hurts under the water, apparently they're too close to the navmesh so they think a lot of areas will damage them. Will be looking into a fix!

Share this post


Link to post
Share on other sites

Here's some brief Mutiny patch notes for the recent update:

 

- fixed T spawn ship lagging the server

- improved optimisation across the map

- removed skybox blocking grenades above B coastal side building

- new building and raised platform at CT, replacing some rock

- improved clipping across the map

- added a mapcore logo, somewhere...

- plus lots more changes I've forgotten

 

Get playing, and please provide as much feedback as you can! 

https://forms.gle/jLQZmq4JtWwnNBpF9

Counter-strike_Global_Offensive_Screenshot_2020_02.13_-_22_57_53_50.png.0cfbcaf4c8342cf10ca48e51d7d471c0.png

Share this post


Link to post
Share on other sites

I probably should play/open this once I’m back from holidays, but from all the screenshots it (still) looks like it’s incredibly dark, especially the shadows. It has always given me this ‘clamped’ feeling. A bit like the old Aztec. But, other than that it looks great!

Share this post


Link to post
Share on other sites
5 minutes ago, Brakuren said:

20200218101107_1.jpg.b042e050cc543771b05d05450ca115da.jpg

Pretty Weird Bug here. The map Looks really good. I think B Site is a bit too hard to hold/retake. There are just too many angles for CTs to check on B. 

Thanks mate, this will be fixed in the next update, and will take the B site feedback on board!

Edited by JimWood

Share this post


Link to post
Share on other sites
12 hours ago, zombi said:

 

15 hours ago, Ringel said:

feedback_2.jpg.23526a6e23d459c84a796969f57277a8.jpg

there is nothing wrong with few jumps in a row man

Looks like I should have explained it more detailed. Because you clearly didn't catch what I meant.

A one time jump -in the case I showed you- would be more convenient for the player than two jumps in a row. Because the player could be slowered or hindered in movement which gives a less satisfying movement flow.

This area is also close to the bombsite. In a case of a retake the player would be more dissatisfied if he/she would be slowered in movement. That could lead to more frustrations and a worse player performance. Jumping also means your accuracy is messed up for a short time. Two times in a row means more time with a bad accuracy. This near a higly fighted area seems not ideal to me.

 It also could be easily done to make it an one time jump.

Edited by Ringel

Share this post


Link to post
Share on other sites

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

×
×
  • Create New...