whats with the spot lights, the effects and sounds should be left alone. It makes it feel real ect... and if the user wants to turn it off let them. There should be a option in cs "stop sound"
Updated Aztec
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I think most improvements are cool, the green color weeds..well i'll get use to it. As for fixing the crates...Don't fix what isn't broken i say..LOL...maybe some new crates near the waters edge would be nice for more cover, and whats wrong with making Aztec a Cs_map instead of De_map....It has been done, also what about new doors near the first choke?....ahhhhh, nice bridge, if im not mistaken isn't that the rendering from the Movie " Bridge over the river Kwi " ???Comment
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Why is it that in pubs, majority of the times CTS win. Don't flame me on SPECIFIC examples, but generally, it seems to unfold that way. And that little crack on the T side isn't much an advantage. You can just as easily get shot back. I've gotten awped through that hole many-a-times when I hoped to catch some cts off guard.Comment
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every comment i am about to make has been made- » the floor texture does look off, but this will be easy to get used to
» those lights look out of place and too bright, but it will help kill those pesky campers
» i like the new bridge, but seems like it will make it even easier for the ct's to dominate this map with their awps
» ct spawn looks funky - is a good idea to have it grassy if you are going for an "overgrown mayan temple" theme, but seems weird if it doesn't appear elsewhere.
» i, like apparently everyone else, thought that the bombsite marking was a spray. flippo, at least the bs marks in dust2 look like they were quickly spraypainted, these look like somebody with a gigantic crayon went buck-wild 30 feet up a stone wall.
my 2
damnit who knows how to make a "cents" symbol?
edit: i forgot this: is the double door by bs A, going towards ct spawn, open wider than it was?Comment
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Hmm...very nice, except for the floor texture and the bomb labels. Fade the labels, dirty the floor. An archeological dig is not that clean. Thanks for helping us CTs out, DIE AWP! Uhh...I was going to say something else...oh ya, do the bridge planks have any bullet blocking? Cuz the old bridge didn't, did it?Comment
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lead_pipe wrote..
every comment i am about to make has been made- » the floor texture does look off, but this will be easy to get used to
» those lights look out of place and too bright, but it will help kill those pesky campers
» i like the new bridge, but seems like it will make it even easier for the ct's to dominate this map with their awps
» ct spawn looks funky - is a good idea to have it grassy if you are going for an "overgrown mayan temple" theme, but seems weird if it doesn't appear elsewhere.
» i, like apparently everyone else, thought that the bombsite marking was a spray. flippo, at least the bs marks in dust2 look like they were quickly spraypainted, these look like somebody with a gigantic crayon went buck-wild 30 feet up a stone wall.
i agree
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rizzuh wrote..
I always snipe on vine bridge as a CT because it's not too hard to do. Just don't pop out on the right and if you think there is a T there then go far to the left and shoot through the box.
Except terrorists aren't supposed to sit back sniping, genius of lore.
Except torn does have a flaw: it sucks horrible, horrible ass.
Bugs in maps should be fixed if they're detremental to gameplay. Shooting someone through a 1mm gap totally ruins the sniping for CTs, cutting their options in half.Comment
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narby wrote..
In the old bridge, the cts had to REALLY look closely to spot any ts in the water because the bridge is made of some type of swamp-scum-type-mush with deformed squares that overlook the water. Now, with the large gap in the wodden planks, the sniping for the CTS will get even easier.
I'm wondering how changing the style of a bridge affects a teams ability to snipe. It doesn't hinder anything. It size is the same.Comment
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