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I'll look into that.
There is a third way btw.
This pillar is not in place.
Also in the tunnels, the lanterns are blocking characters body, I suggest you change the collision type to ''block weapons kickable''.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=397802093
Bullets and guns get blocked, try to raise the roof on these huts.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=397802039
Add mantle or climbup links to both sides of this sandbag wall under the radio tower.
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http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=397815635
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=397817316
Nice addition :D.
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This map is in great shape to be an first version.
2) it's one static mesh (roof isn't separated)
3) fixed in V2. Cover slots were there, just in a wrong possition :|
4) ;)
Bugs:
- We really only had the one bug, and that was that some bushes on the map seemed to be bullet proof, specifically people pointed out the small ones behind the B cap.
Feedback;
- The map was both beautiful and creative, making it open yet close quarters and the guys love it. Also they said it was a map that forced teamwork since it was extremely hard.
- We thought that map was good but we found it really hard to take the C cap. The BARs and M1919s just sat there mowing everyone down not letting anyone pass. We really only go through because they let us. People were suggesting that they saw rocks that could be climbed in real life and said that they should be climbable.
- The guys also suggested that this map was good and unbalanced yet balanced at some points, and someone came up with an idea that I really support and not sure if you would like it or not. They said that maybe there should be a version of the map or somewhere on those lines that took away the US flamethrower class. They wouldn't mind thesting that version if you do ever make it.
There is a slight change how to get into C in V2. If that isn't enough, I have more ideas but that would require to make a new overhead map, means more time. Speaking of the flamethrower class, I don't want to remove it. I reduced the flamethrower slots in V2 (from 3 to 1). As for a version without flamethrower, it's a thing we can talk about in future but I don't want to maintain two different versions atm.