![]() ![]() Map coordinates at 34☂'A" N 6★1'Z" W, off the coast of Rabat, Morocco.Updated materials to make surfaces more consistent overall.Multiple fixes to geometry to fix exploits and help optimize gameplay.Fixed multiple spots where Sova's Recon Bolt could over-penetrate map geometry.Backside of spawn barriers are now opaque to prevent some abuse cases.Added ability for Spike to automatically fall from elevated boost positions.Continued to fix level collision in order to enhance the smoothness of the gameplay space.Continued to block spots for Cypher's Spycam that prevented counter-play.This is the only map where I exclusively play duelist because the only thing I know how to do is take aim duels. I know the map timings and angles pretty well but don't know wtf im doing. Expanded our new system that combats map exploits to all other maps-this will eradicate anyone trying to escape the playspace How do you play breeze Every other map has been out for long enough for metas, plays and strats to develop on them but I still don't know how to play breeze.Cyber Cages no longer hold the teleporter doors open.Spycams placed on the teleporter door frames no longer teleport its view location underground.Added prevention for Spycam going through teleporter doors when placed on the frame from the outside.B Teleporter Exit and B Window entrance.Adjusted numerous locations to allow clearing angles to be a bit more straightforward in the following places.One stack of crates on A site is no longer pennable, this is to create a safer planting option for attackers.New small bench added outside short A for a mix up when taking a first peek from attacker Market barrier.The double stack of cover at short A has been changed to remove a one-way smoke location that made the area a little too difficult for Attackers to approach.Utility window added to B Site into B Hall.Defender Spawn to B Site doorway widened.Doorway from A Lobby into A Bath widened.A Lobby adjusted to accommodate the new teleporter location.Exit room for B Long to A Lobby teleporter moved to outside A Bath.Whenever a teleporter is used by an agent or an object, all players on the map will be given an audio cue. Objects include abilities, the spike, and dropped weapons. They will maintain any velocity they had before being teleported and can open the doors and leave the exit room should they travel far enough to trigger the door sensor. Other objects can also be sent through teleporters if they come into contact with the teleporter entrance. Players outside the exit room cannot open these doors, but they can be penetrated by gunfire. This door is closed by default and can only be opened by players inside the exit room walking up to it, at which point they will open automatically. They will then instantly arrive in a small exit room which players leave by walking towards the door out of the room. Players use teleporters by walking into the section of wall taken up by the teleport entrance. One takes players from A Short to B Short and the other takes players from B Long to A Lobby. Bind's unique feature is that it doesn't contain a mid section, instead having two one-way teleporters. ![]()
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