Thanks!
Account Details | |
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SteamID64 | 76561198045667986 |
SteamID3 | [U:1:85402258] |
SteamID32 | STEAM_0:0:42701129 |
Country | United States |
Signed Up | July 18, 2012 |
Last Posted | January 3, 2024 at 9:51 PM |
Posts | 261 (0.1 per day) |
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Raw Input | 1 |
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1920x1080 |
Refresh Rate |
144Hz |
Hardware Peripherals | |
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Mouse | Glorious Model O- |
Keyboard | MX Keys for Business |
Mousepad | Glorious XL |
Headphones | Cloud 2 |
Monitor | Asus 23" |
low ground is a dead zone. Need short paths to cover and good high ground spots to shoot at. This can be accomplished by a few wall moves and high ground pivots.
Yeah the idea was to reduce visibility from the high ground. Reducing complexity didn't actually matter, even though that's what #16/17 said, but you could have accomplished both.
To simplify the abundance of high ground, you can extend any of them straight up and turn them into walls. Or alcoves.
Spleepmarioviaduct syndrome.
the cave area and the area around point are too similar.
do you mean the cave and the area around the point are too similar to viaduct?
No, those are two sperate issues.
viaduct syndrome.
the cave area and the area around point are too similar.
Mid needs a lot more and bigger height differential. The easiest is to move the right entrance to the low ground, next to the high platform. Raise the mid entrance and have that act as the path onto point. Have the displacement slope down under point, probably 128hu-192hu lower than it is now directly under point. Then carve out the area below the cement to allow fighting down there.
TimTumWhy are some existing koth maps not popular in 6s?
F L A T. They're flat. ~384 hu is the recommended height difference for mid and second.
Hey I talked to you and met Ryan at the gym. Glad to see you hit your reps.
I'll pay for the chicago dm one, without sniper, if you still have control of that.
Dear Diary,
A Mansky appeared in the wild today. His biceps are much bigger in person.