WAve 28 Report post Posted January 25, 2020 (edited) 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 January 25, 2020 by WAve 1 Zanek184 reacted to this Quote Share this post Link to post Share on other sites
JimWood 224 Report post Posted January 25, 2020 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! 1 Zanek184 reacted to this Quote Share this post Link to post Share on other sites
Interfearance 506 Report post Posted January 25, 2020 Aside from looking great this map has an entirely new vibe that I haven't seen yet. (like industrial, jungle, etc.) 1 JimWood reacted to this Quote Share this post Link to post Share on other sites
Wintrius 115 Report post Posted January 25, 2020 OMG this map is LITERALLY unplayable. 5 CuervoSp, Zanek184, Edude and 2 others reacted to this Quote Share this post Link to post Share on other sites
JimWood 224 Report post Posted January 25, 2020 Looks like we might have to re-release 2 3 Wintrius, Zanek184, Edude and 2 others reacted to this Quote Share this post Link to post Share on other sites
JimWood 224 Report post Posted January 29, 2020 We just released an update for Mutiny, mainly focusing on frame rates and clipping improvements, but there are lots of other minor changes too. Check them out! https://steamcommunity.com/sharedfiles/filedetails/?id=1978052734 10 Talkette, mr.P, Squad and 7 others reacted to this Quote Share this post Link to post Share on other sites
DutchCrazyGamer 138 Report post Posted February 1, 2020 (edited) Apperently the game crashes if you walk of the plank 2 times. Is this on valves end of a bug on the map? Edit: Can't seem to reproduce it. Then it probably is on valve's end. Edited February 1, 2020 by DutchCrazyGamer 1 JimWood reacted to this Quote Share this post Link to post Share on other sites
JimWood 224 Report post Posted February 13, 2020 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 3 DutchCrazyGamer, Wintrius and Radu reacted to this Quote Share this post Link to post Share on other sites
JorisCeoen 244 Report post Posted February 14, 2020 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! Quote Share this post Link to post Share on other sites
Brakuren 12 Report post Posted February 18, 2020 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. 1 JimWood reacted to this Quote Share this post Link to post Share on other sites
JimWood 224 Report post Posted February 18, 2020 (edited) 5 minutes ago, Brakuren said: 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 February 18, 2020 by JimWood Quote Share this post Link to post Share on other sites
Brakuren 12 Report post Posted February 18, 2020 I went back and found some pretty bad bugs involving run boosts. 1 JimWood reacted to this Quote Share this post Link to post Share on other sites
Ringel 235 Report post Posted February 20, 2020 Feedback: Quote Share this post Link to post Share on other sites
zombi 203 Report post Posted February 20, 2020 (edited) 2 hours ago, Ringel said: Feedback: there is nothing wrong with few jumps in a row man Edited February 20, 2020 by zombi 4 gera, TelaF, Radu and 1 other reacted to this Quote Share this post Link to post Share on other sites
Ringel 235 Report post Posted February 21, 2020 (edited) 12 hours ago, zombi said: 15 hours ago, Ringel said: 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 February 21, 2020 by Ringel Quote Share this post Link to post Share on other sites