安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題






While the layout is more complex than most maps, it does not get too confusing, as each room has a distinct function and allows multiple approaches. The smaller size of the indoor areas are neat and make smg's or such viable, but when combined with csgo's movement, makes for easy rushes within seconds. Indoor areas are always a bit of a pain to do in hammer and this is probably no exeption, so kudos to ya.
While it visually seems a bit generic at first, the gamemodes and spotting are nice touches that definitely make this map stand out from most other r6 inspired maps.
Other than that, the hostage being inside the crate wasn't clear for the start and bots seem to struggle with the outside ladder, that you have to jump onto.