cliffe,
is it using the same sprite for the radar with adjusting the transparency, or a different .spr file?
thanks
is it using the same sprite for the radar with adjusting the transparency, or a different .spr file?
thanks
F13ND wrote..The bug I was referring to was pretty stupid on my part - since I'd already fallen foul of it with Dust 2. On the larger bomb site (can't remember the letter), it was possible to plant the bomb between crates such that it was impossible to defuse.
And what bug were you talking about? And what does the usual spawn have to do with it?
btw valve obviously doesnt know whats best... I think mappers would know more as most of the time they are actually part of the cs communityValve have loads of designers with experience across a vast number of games and companies. I'm just one designer with obviously much much less experience. Remember, Valve employees play CS too... they're as much part of the community as we are.
biff 'wr0t3'..CS players, you gotta love 'em.
change the god damn awp back kthxbai cliffe sux
F13ND wrote..So, by moving the Terrorists further away from the bomb-site, I make it easier for them to rush? I don't get it. What the bomb-site does is encourage them to take the hallway (or drop down and take the other route), but also delays them by 2-5 seconds compared to the previous version of the map, which gives the CT's just enough more time to set up defences.
umm actually spawning on the bridge up there makes it easier to rush bombsite b... I can tell you tried to make it more of a ct map by adding that box towards b site too. But those spawns dont really make sense... That high spawn makes it easier to rush the site you said you were trying to give cts more time to set up in...
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