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Raportează o problemă de traducere
Maybe the map would look a bit better if it would be darker, the textures look a bit grainy. If it is possible I would weaken the light source's intensity. Maybe it would make the whole map prettier, because the strong lights make the textures feel a bit old and grainy as well.
Otherwise, I like that it has the original sounds, like the ladder sound, the electronic door's sound etc. And the grenades are bouncing predictably as well, it is easy to use them at this map.
To jump from the bunker's roof to the lamp above the choke point, and many other movements felt very similar to the original.
I would rate it 4/5 with a good potential of improving.
As an 1.x player, who liked to play this map quite much:
It is nice to see it with CS2's better lightning system.
I think the corridors and rooms could be quite much higher.
They could be a bit wider also - to represent the proportions of the original map.
Maybe this is not CSGO's approach to mapping otoh, but yes, here I feel like that the player model is huge compared to the map's proportions.
The "upwards/roof" direction: it was possible to climb through the window of the "bunker" (inwards and outwards as well) at the chokepoint - here the plr model is too big to do so.
The first window towards the bunker (next to the 2 doors) direction to shoot out + jump through required some agility, it was possible to get stuck in the window, or jump too early here it is the opposite, it is more likely to jump too late ant hit the ceiling.