What an awesome map!! Probably my new Fav map...
Very balanced!! Apache you will love it...
Changelog into various sections and comparison screenshots of the de_nuke_ve & de_nuke versions.
Changelog:
Changelog
New Features
Added a new hallway outside that connects to the lower “B” bombsite
Added backside vent entrance in the “B” bombsite
Added a “barrel room” to the lower bombsite without access to the backhall
Bug Fixes
Fixed glitch while going up roof vent that allowed players to see through the blue bars
Fixed glitch on yellow where player would get stuck while walking forward on the grey piping
Fixed glitch on yellow where a player could get stuck in between the grey piping
Fixed glitch that allowed a player to stand on an invisible platform next to the outside window room
Fixed glitch that allowed players to be boosted above the entrance to the old outside hallway
Fixed glitch that allowed players to get on top of the CT warehouse outside
Player can now properly jump on the two extruding vents outside of locker window room
Added platform underneath the three boilers in T lobby to eliminate the ability of CT’s to look underneath
Changed the windows in locker room to be translucent rather than reflective
Changed the windows in the lower window room to be translucent rather than reflective
Increased height of locker room windows to allow player to jump through
Increased size of the hut window to allow players to jump through
Increased size of the windows in the lower bomb-site to allow players to jump through more easily
Increased height of bombsite vents to allow players to run through them
Increased height of vents on T roof to allow players to run through it
Player models no longer clip through the ceiling of vents
Added missing light sources underneath the grates in “B” bombsite
Modified Features
A bombsite
Reduced the amount of props in the bombsite
Moved the biohazard tanks slightly closer to the back wall in the bombsite to allow CT’s to rotate up tower with additional cover and T’s to rush out of the hut with additional cover
Moved pallets in the “A” bombsite to the corner underneath the tower allowing a player to drop down from the rafters and also being less obtrusive to navigation in the bombsite
Squeaky door will now close after 4 seconds instead of remaining open indefinitely
Moved box from where the CS:S forklift was further to the right as an area for additional cover for T’s attacking upper bombsite
B bombsite
Reduced the amount of props in the bombsite
Added a base to elevate the biohazard tank in lower bombsite that prevents an abusive peek players can perform while on the railing by the vents
Made the lower bombsite and backhalls brighter
Other
Moved tall box in ramp room further away from the railing making it easier to run along the railing
Moved the cluster of boxes above ramp room to allow CT’s to peek into radio room while on the boxes. The movement of these boxes also creates a slightly narrower corridor to allow the ramp room to be a more defensible position
Increased the opening from radio room into the pre-ramp room
Eliminated numerous small cracks between boxes that created an unfair advantage for the player peeking through
Widened the gap between the group of boxes at the T entrance to the outside yard and the yellow rock
Replaced a small set of boxes with a big box on T side of outside. This box blocks CT’s from easily looking through a gap towards T spawn
Very balanced!! Apache you will love it...
Changelog into various sections and comparison screenshots of the de_nuke_ve & de_nuke versions.
Changelog:
Changelog
New Features
Added a new hallway outside that connects to the lower “B” bombsite
Added backside vent entrance in the “B” bombsite
Added a “barrel room” to the lower bombsite without access to the backhall
Bug Fixes
Fixed glitch while going up roof vent that allowed players to see through the blue bars
Fixed glitch on yellow where player would get stuck while walking forward on the grey piping
Fixed glitch on yellow where a player could get stuck in between the grey piping
Fixed glitch that allowed a player to stand on an invisible platform next to the outside window room
Fixed glitch that allowed players to be boosted above the entrance to the old outside hallway
Fixed glitch that allowed players to get on top of the CT warehouse outside
Player can now properly jump on the two extruding vents outside of locker window room
Added platform underneath the three boilers in T lobby to eliminate the ability of CT’s to look underneath
Changed the windows in locker room to be translucent rather than reflective
Changed the windows in the lower window room to be translucent rather than reflective
Increased height of locker room windows to allow player to jump through
Increased size of the hut window to allow players to jump through
Increased size of the windows in the lower bomb-site to allow players to jump through more easily
Increased height of bombsite vents to allow players to run through them
Increased height of vents on T roof to allow players to run through it
Player models no longer clip through the ceiling of vents
Added missing light sources underneath the grates in “B” bombsite
Modified Features
A bombsite
Reduced the amount of props in the bombsite
Moved the biohazard tanks slightly closer to the back wall in the bombsite to allow CT’s to rotate up tower with additional cover and T’s to rush out of the hut with additional cover
Moved pallets in the “A” bombsite to the corner underneath the tower allowing a player to drop down from the rafters and also being less obtrusive to navigation in the bombsite
Squeaky door will now close after 4 seconds instead of remaining open indefinitely
Moved box from where the CS:S forklift was further to the right as an area for additional cover for T’s attacking upper bombsite
B bombsite
Reduced the amount of props in the bombsite
Added a base to elevate the biohazard tank in lower bombsite that prevents an abusive peek players can perform while on the railing by the vents
Made the lower bombsite and backhalls brighter
Other
Moved tall box in ramp room further away from the railing making it easier to run along the railing
Moved the cluster of boxes above ramp room to allow CT’s to peek into radio room while on the boxes. The movement of these boxes also creates a slightly narrower corridor to allow the ramp room to be a more defensible position
Increased the opening from radio room into the pre-ramp room
Eliminated numerous small cracks between boxes that created an unfair advantage for the player peeking through
Widened the gap between the group of boxes at the T entrance to the outside yard and the yellow rock
Replaced a small set of boxes with a big box on T side of outside. This box blocks CT’s from easily looking through a gap towards T spawn
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