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Báo cáo lỗi dịch thuật
Also some nitpicks, the stairs you used as beams on the second point look weird. You can probably just replace them with a wooden plank. The sewers on the third point also clip through the walls and stuff. just a heads up.
Other than that great map!
Oops, looks like I missed come clipping there. Just fixed that for next release. As for the boxes, I still need to add support beams underneath them.
As for first point, the next release will signifigantly change the gameplay of the map. After the map was tested on a TF2Maps testing imp, I found that A just wasn't working out, so I decided to remove it entirely from the map. B will become A, then C will become B. Also, the doors around the waterfall that were closed at the start will now be open from the start.
Those stairs you mentioned are a placeholder model temporaily. The sewers though will be fixed.
Thank you for the feedback, this really helps speed up development.
i really dont see the lazers very appealing as a hazard in the map
i like the maps design and i would really like getting help from you while mapping!
good map either way
As for the shadows, specifically the area with the current A point has some clunky looking shadows.
Also for the current B point, the use of the “Yeti Cages” from Mercenary Park in place of some of the shipping crates seems very out of place and strange, especially when the simple use of more shipping crates would be perfectly acceptable.
However these suggestions are merely for the maps aesthetic, and I am sure that you would just want to focus on it’s gameplay at this stage. I would recommend putting some screenshots of the C point on the maps page, though.