Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
Maybe the map would look a bit better if it would be darker, the textures look a bit grainy. If it is possible I would weaken the light source's intensity. Maybe it would make the whole map prettier, because the strong lights make the textures feel a bit old and grainy as well.
Otherwise, I like that it has the original sounds, like the ladder sound, the electronic door's sound etc. And the grenades are bouncing predictably as well, it is easy to use them at this map.
To jump from the bunker's roof to the lamp above the choke point, and many other movements felt very similar to the original.
I would rate it 4/5 with a good potential of improving.
As an 1.x player, who liked to play this map quite much:
It is nice to see it with CS2's better lightning system.
I think the corridors and rooms could be quite much higher.
They could be a bit wider also - to represent the proportions of the original map.
Maybe this is not CSGO's approach to mapping otoh, but yes, here I feel like that the player model is huge compared to the map's proportions.
The "upwards/roof" direction: it was possible to climb through the window of the "bunker" (inwards and outwards as well) at the chokepoint - here the plr model is too big to do so.
The first window towards the bunker (next to the 2 doors) direction to shoot out + jump through required some agility, it was possible to get stuck in the window, or jump too early here it is the opposite, it is more likely to jump too late ant hit the ceiling.