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Докладване на проблем с превода
なるほど、あれから更新されてるんでしょうか。
最新を落としてきて確認してみようと思います。
※以下は個人的な意見です。
固定の湧きポイント以外にも、柱の裏とか、そういうところに裏湧きポイントを沢山設定したほうが、スピーディーなゲーム進行ができていいです。
KF1 でマップ作成した経験で得た個人的なマップメイキングセオリーでした。
長文、失礼いたしました。
一応敵の湧き速度はかなり早めに設定してあるのですがまだ遅いですかね?
良いマップなだけに、そこだけが残念です。
The extreme size of the halls doesn't fit the game well. It makes camping locations and sniping everything from a distance so much easier for lack of cover and high visibility. The layout seems too simple.
In addition, Zeds spawn in limited volumes, sometimes visibly popping up mid-air.
Pathfinding was also an issue due to extreme distances causing respawns. Spawn stairs looked accessible but were not.
From the top railing, I wanted to hop onto the pillar's edge but it was decorative only and gave way for me to plummet to my death. Make it obvious if something isn't meant to be stepped on.
The dark marble textures are too dark. They should reflect more light. They look bad when compared to the white marble. Especially the railing.
In general, the map is very empty. It would probably be more enjoyable if it was half the size. Cool boss room but no gameplay.