Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
plz fix
Firstly, thanks for your Feedback. Coincidentally I'm currently working on most spots you have mentioned. Mostly garage will have the biggest changes. I'll test visibilility before the next update.
About backhall/the crates: You do mean the tall crate shelf, do you?
Kind Regarts
I meant in back hall. The crates right at the end of the map allow whoever is standing on it to headglitch above the tall crate shelf and it's super overpowered. And no molotoves can reach back there from the entrance to back hall.
I posted some images here.
https://imgur.com/a/9EWGSgd
Thanks for clarification on the crate thing. I'll work on it!
The Playground sign is facing away from the Bureau, to the playground entrance. So yeah it does face away from you, but only because it makes more sense.
And I'm sorry for the many comments. This is all coming to me step by step as I'm replaying the map.
My only real suggestion to the layout right now is that back hall be shortened somehow. I can't figure out a way myself that doesn't mess with the sight-line between it and toilet or give the CTs a sight-line from mid to the entrance of back hall. But the way it is right now is too long. And while I haven't played a full competitive match on it yet. It's my belief, having played a ton of office and other hostage maps. That the Ts would be able to defend side hall from long way too easily. Without any real way for them to be smoked or mollied off. My opinion may change if I play the map more but as it seems right now it looks OP.Tried it with a friend and it felt impossible to push through it even with full utility
Don't excuse yourself for helping me making the map better to play ^^
There are some eastereggs outside the playable area, too. The sign that says (in german) "100% Beef Burger, literally everything" is made out of beef itself. You can't hear it inside the map due the distance, but I always loved inserting little things like that.
I understand your concernings with backhall. In my playtesting sessions, ct's could easile push long hall to backhall/storage. I might flip the entrance, extending longhall a bit and shorten backhall in the process. so the Doorframe is inside the current backhall. (Like seen on the original office). So they cannot hide well there anymore.
Check out this Imgur Album of Long Hall. Nav & Radar currently not updated btw. https://imgur.com/a/IngPhYv
And I did enjoy some of the easter eggs I did see. Like "0 sugar. 0 taste"
Thank you for the quick response.
Thanks for your feedback and comment! I'll test out that grass shadowing.
About the trees, it's common in business areas that the tree's are planted and not grown naturally. I'll consider mixing some other in.
The blue and grey car are the opposite. You can not shoot through their windows
Thanks again! I'll work on the cars and boxes. The Problem with the cars is, that i use different versioned models (Old and new Nuke Models to be exact). Probably wont fix the blueprint because my designer lost the file lol.