Difference between revisions of "Sunshine/zh-hans"
< Sunshine
(Created page with "{{Map infobox | game-type = Control Point | file-name = cp_sunshine | map-image = Sunshine main.jpg | developer...") |
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+ | {{update trans}} | ||
+ | |||
+ | {{DISPLAYTITLE:Sunshine/艳阳海岸}} | ||
{{Map infobox | {{Map infobox | ||
− | | game-type | + | | map-status = community |
− | | file-name | + | | map-game-type = Control Point |
− | | map-image = Sunshine main. | + | | map-file-name = cp_sunshine |
− | | | + | | map-image = Sunshine main.png |
− | | map-health | + | | map-released = {{Patch name|7|7|2016}} |
− | | map-health | + | | map-released-major = Meet Your Match Update |
− | | map-ammo | + | | map-stamp-link = https://steamcommunity.com/stats/TF2/leaderboards/1363089 |
− | | map-ammo | + | | map-pickups-health-small = 9 |
− | | map-bots = | + | | map-pickups-health-medium = 10 |
+ | | map-pickups-ammo-small = 8 | ||
+ | | map-pickups-ammo-medium = 16 | ||
+ | | map-has-bots = yes | ||
}} | }} | ||
{{Quotation|'''Phi''' 谈到这张地图的设计|我对这个地图设计感觉很好。}} | {{Quotation|'''Phi''' 谈到这张地图的设计|我对这个地图设计感觉很好。}} | ||
− | ''' | + | '''Sunshine'''是一张[[Steam Workshop/zh-hans|社区制作]]的[[Control Point (game mode)/zh-hans|控制点模式]]地图,该地图注重于[[Competitive (disambiguation)/zh-hans|竞技性]],其设计思路也是专注于 6v6 竞技。地图采用了标准 5CP 设计,即1中点、2次要点和2终点。每次向前占领一个点,其重生点也会向前推进。该地图是[[Community competitive play/zh-hans|竞技比赛]]的常客。 |
+ | |||
+ | Sunshine是被[https://steamcommunity.com/sharedfiles/filedetails/?id=454138250 投稿]到Steam创意工坊的作品。 | ||
+ | |||
+ | == {{common string|Locations}} == | ||
+ | {{HelpfulOverviewNote}} | ||
+ | === 控制点 3 === | ||
+ | *'''钟楼''':钟楼作为中间控制点。它可以从前面和后面的开口进入。 | ||
+ | *'''小屋''':钟楼区域的四个角落各有一个小木屋,可用作掩体。 | ||
+ | *'''巷子''':进入中央控制点区的其中一条路线,可由第二&四控制点区进入。 | ||
+ | *'''咖啡厅''':进入中央控制点区的另一条路线,该路线位于钟楼前/后方的一栋石质建筑内。 | ||
+ | *'''咽喉''':双方队伍进入中央控制点区的主要途径。 | ||
+ | |||
+ | === 控制点 2 & 4 === | ||
+ | *'''灯塔''':每个队伍都有一个团队色灯塔,作为第2和第4个控制点。 | ||
+ | *'''狙击手平台''':灯塔后面是一个平台,可以作为狙击手的观察点。 | ||
+ | *'''楼梯间''':位于灯塔后方的是一个楼梯间,通往隧道。 | ||
+ | *'''木制仓库''':灯塔更后方是仓库,一座巨大的三叉分路建筑作为由第二/四控制点区进入最终控制点区的大门。 | ||
+ | |||
+ | === 控制点 1 & 5 === | ||
+ | *'''木箱''':控制点右边有一些桶和木箱作为掩体。 | ||
+ | *'''墙''':导弹发射台后方有一堵可透视的玻璃墙。 | ||
+ | *'''导弹发射台''':最终和第一控制点的所在地。 | ||
+ | *'''高台''':控制点左边是一座可俯瞰整个最终控制点区的高台。 | ||
+ | <gallery> | ||
+ | File:Sunshine main.png|从红队看向中点。 | ||
+ | File:Cp_sunshine 2.png|红队的第二控制点在灯塔中。 | ||
+ | File:Cp_sunshine 3.png|红队通向中点的左侧小路。 | ||
+ | File:Cp_sunshine 4.png|蓝队灯塔。 | ||
+ | File:Cp_sunshine 5.png|红队中点。 | ||
+ | File:Cp_sunshine 6.png|红队的通向第2控制点和终点的建筑物。 | ||
+ | </gallery> | ||
+ | |||
+ | == {{common string|Helpful overview}}{{anchor|Helpful overview}}== | ||
+ | [[File:Sunshine overview with lines.png|left|Sunshine的位置|550px]] | ||
+ | <big>1.小屋 | ||
+ | 2.咖啡厅 | ||
+ | 3.咽喉 | ||
+ | 4.巷子 | ||
+ | 5.狙击手平台 | ||
+ | 6.楼梯间 | ||
+ | 7.木制仓库 | ||
+ | 8.高台 | ||
+ | 9.墙及其后方区域 | ||
+ | 10.木箱 | ||
+ | |||
+ | 蓝色/红色斜线:蓝队/红队第一出生点 | ||
+ | 蓝色/红色双斜线:蓝队/红队第二出生点 | ||
+ | 蓝色/红色带圈双斜线:蓝队/红队第三出生点 | ||
+ | |||
+ | 暗红色圆圈:位于中央的第三控制点 | ||
+ | 黄色圆圈:位于灯塔的第2&4控制点 | ||
+ | 绿色圆圈:位于导弹发射台的第1&5控制点</big> | ||
+ | |||
+ | {{clr}} | ||
+ | == {{common string|Strategy}} == | ||
+ | {{main|Community Sunshine strategy/zh-hans|l1=社区 Sunshine 战术}} | ||
+ | == 控制点占领时间 == | ||
+ | {{Control Point Timing/Official Map}} | ||
+ | |||
+ | == 更改日志 == | ||
+ | {{hatnote|这是地图添加到游戏之前的更改日志。}} | ||
+ | {{Changelog| | ||
+ | '''rc10''' | ||
+ | * Blocked sightline from cafe to second | ||
+ | * Raised said door 8u | ||
+ | * Moved cover from cafe to mid in order to make standing on tetris unable to see players pushing through cafe | ||
+ | * Moved and raised doorways exiting cafe in order to support pushing through more | ||
+ | * Moved high ground next to lighthouse down by 48u, aligning it with the high exit from lobby | ||
+ | * Extended out high exit from lobby to make fighting easier | ||
+ | * Changed cover in flowers/valley in order to prevent players standing on fences, and seeing too much | ||
+ | * Moved barrel arrangement on shutter door side of last back 32u | ||
+ | * Raised fence between choke and second by 32u to block sightline | ||
+ | * Opened up the wall between left and right lobby | ||
+ | * Fixed visual glitch with one way windows in last spawn | ||
+ | * Simplified cubbyhole in bottom lobby | ||
+ | * Pushed upper side choke into last forward a bit, created new space for teams to play in – entrance is now closer to last | ||
+ | * Extended fence next to upper side choke to ceiling to prevent players from standing on top | ||
+ | * Major changes to shutter door side of last: if you enter shutter door, you can no longer be spotted from players in last and you have a safer entrance area around pack | ||
+ | * Moved shutter door over significantly, eliminating line of sight from shutter into last | ||
+ | * Shifted around geometry in shutter side lobby to better work with sightlines and encourage teams to use shutter side more | ||
+ | * Filled in useless area that used to connect to what used to be secret | ||
+ | * Edited displacements on mid to make the sightline under the church unusable | ||
+ | * Added planks underneath church to make sightline under church from choke to choke unusable | ||
+ | * Shortened openings on long sides of church to make visibility from shack more limited | ||
+ | |||
+ | '''rc9''' | ||
+ | * reduced file size drastically (repacking!) | ||
+ | * increased performance, optimization, and FPS across the map | ||
+ | * can't stand on wooden palette on last to see over boxes into lobby anymore | ||
+ | * clipping on structure behind last point refined | ||
+ | * aligned texture on metal beams above last | ||
+ | * changed all models/props_spytech/computer_wall03.mdl to *_wall04 | ||
+ | * added one wooden palette to block slim sightline from last spawn | ||
+ | * moved medium ammo on low ground on last back to old spot | ||
+ | * refined displacements on mid | ||
+ | * removed two lights at flower in valley | ||
+ | * removed shadows on wood doors | ||
+ | * removed benches right outside of spawn | ||
+ | * clipped off a hiding spot in lobby | ||
+ | * extended high platform in valley towards mid slightly | ||
+ | * added box near high platform in valley to allow {{Botignore|scouts}} to jump | ||
+ | * widened wooden ramp up to mid platform slightly | ||
+ | * expanded high ground next to lighthouse slightly | ||
+ | * filled in gap underneath wooden stairs next to mid forward spawn | ||
+ | * fixed a case where you could see the nodraw side of a brush | ||
+ | * extended the high ground near the staircase near choke on last by about 48 u | ||
+ | * fixed spectator cam on BLU last being linked to the RED last point instead of BLU | ||
+ | * added spectator cameras on second | ||
+ | * removed props in scaffolding under roof in lower lobby (above the healthkit used in rollout) | ||
+ | * removed tiled “brick” props on blu side near flowers and mid | ||
+ | * removed unnecessary brushwork on ceiling through cafe | ||
+ | * removed garbage props in cafe | ||
+ | * removed smaller arch doorway detail bits nearby pack on second and in flowers | ||
+ | * detailed the mid building some more – everything is blockbulleted and clipped, don't worry | ||
+ | * optimization pass, lots of hinting | ||
+ | * massive prop fade pass | ||
+ | * lighting changeups, less blinding whites now | ||
+ | |||
+ | '''rc8 (from rc7)''' | ||
+ | * removed double door | ||
+ | * instead, made it a single thin door | ||
+ | * pushed entrance point back a little bit | ||
+ | * eliminated sightlines to shutter | ||
+ | * lifted box up to protect against sightline that went over it | ||
+ | * added barrel on side of prop pile in order to prevent the corner sightline | ||
+ | * moved boxes in tile room over a slight bit to prevent sightline from spawn | ||
+ | * Tyler’s door, aka the small door situated at 45° off of tile room, has been moved slightly | ||
+ | * spawn changes | ||
+ | * moved resupply cabinets forward slightly | ||
+ | * angled doors perpendicular to the large wall on last rather than parallel | ||
+ | * lowered right door, staircase is now outside spawn instead of inside | ||
+ | * one-way windows à la snakewater | ||
+ | * eliminated secret | ||
+ | * subtly changed capzone on last | ||
+ | * removed computers you could stand on behind last | ||
+ | * fixed teleporter bugs | ||
+ | * extensive clipping pass and prop clippings | ||
+ | * extensive fps improvements, will not be perfect but it will run better than rc7 | ||
+ | * occluders optimized | ||
+ | * hint brushes worked on extensively | ||
+ | * more prop fades | ||
+ | * prop optimization - removing certain poly-heavy props and various little clutter | ||
+ | * streamlined various roof edges | ||
+ | * fixed many texture bugs and lighting errors | ||
+ | * no more spinning lighthouse | ||
+ | * polish | ||
+ | * deer | ||
+ | |||
+ | '''rc1a''' | ||
+ | * fixed cubemaps | ||
+ | * various little things | ||
+ | |||
+ | '''rc1''' | ||
+ | * Added new route to last, removed a route | ||
+ | * Hopefully made the announcer work | ||
+ | * Slight HDR | ||
+ | * 3d skybox | ||
+ | * Made valley less complex | ||
+ | * No more rocks | ||
+ | * Simplified bloating custom textures a little | ||
+ | * Optimization | ||
+ | * General fixes here and there and here and there | ||
+ | * More secret deer | ||
+ | |||
+ | '''b2''' | ||
+ | * reworked lots of little tiny areas | ||
+ | * expanded lobby | ||
+ | * smoothed various portions of the map | ||
+ | * better clipping | ||
+ | * more optimization | ||
+ | |||
+ | '''b1''' | ||
+ | * Detailed the entire map | ||
+ | * Rearranged various health pickups | ||
+ | * Added gully-like 'secret' area to last | ||
+ | * Expanded platform on side of last | ||
+ | * Changed geometry of lots of areas in general | ||
+ | * Tons of custom content (and deer)! | ||
+ | |||
+ | '''a7''' | ||
+ | *REMADE SECOND | ||
+ | *detailing | ||
+ | *tons of other little things | ||
+ | |||
+ | '''a4b''' | ||
+ | * Reworked a LOT of the 2nd point overall | ||
+ | * Changed the flank route to a more open, available route | ||
+ | * Shortened main choke | ||
+ | * Simplified other routes from 2nd to mid | ||
+ | * Smaller capzone on mid | ||
+ | * Better and more smooth clipping and routes around and under point | ||
+ | * Pit at second moved closer to the point | ||
+ | * Underground route straightened out a bit | ||
+ | * Platform at last extended out a bit | ||
+ | * Spawntimes changed slightly | ||
+ | * More deer | ||
+ | * Various other little things | ||
+ | * General optimization | ||
+ | |||
+ | '''a3''' | ||
+ | * changed mid entirely | ||
+ | * more OoB architecture | ||
+ | * changed lobby a bit | ||
+ | * added paths and ramps to previously inaccessible places | ||
+ | * tons of little other things | ||
+ | |||
+ | '''a2''' | ||
+ | * detail sprites and alpha painting | ||
+ | * a little tighter choke between mid and 2nd | ||
+ | * a little brighter indoor areas | ||
+ | * marked capzones | ||
+ | * various little things | ||
+ | * signs | ||
+ | |||
+ | '''a1''' | ||
+ | * made the map. wheeeee}} | ||
+ | |||
+ | == {{common string|Update history}} == | ||
+ | '''{{Patch name|7|7|2016}} #1''' ({{update link|Meet Your Match Update}}) | ||
+ | * 地图 Sunshine 被添加到游戏中。 | ||
+ | |||
+ | '''{{Patch name|8|16|2016}}''' | ||
+ | * 更新 {{code|cp_sunshine}} 以修复一些碰撞问题。 | ||
+ | |||
+ | '''{{Patch name|10|12|2016}}''' | ||
+ | * 对第二&四控制点的旋转楼梯处做了[[vdc:Tool textures|Blockbullet]]处理。 | ||
+ | * 将中型弹药包添加至到中点的小道。 | ||
+ | * 移除了从山谷进入第二个木拱门的碰撞体积。 | ||
+ | * 缩小了木拱门的尺寸。 | ||
+ | * 对最终控制点的几处楼梯做了Blockbullet处理。 | ||
+ | * 移除终点的梯子。 | ||
+ | |||
+ | '''{{Patch name|10|21|2016}}''' | ||
+ | * 修复了地图{{code|cp_sunshine}}丢失素材的问题。 | ||
+ | |||
− | + | == {{common string|Trivia}} == | |
+ | *有一些鹿的剪贴画存在地图的各个角落,它们同样可以在地图[[Cauldron/zh-hans|Cauldron(闹鬼魔锅)]]上发现 | ||
+ | == {{common string|Gallery}} == | ||
+ | <gallery> | ||
+ | File:Sunshine Workshop image.jpg|Sunshine的Steam创意工坊宣传图 | ||
+ | </gallery> | ||
+ | == {{common string|See also}}== | ||
+ | * [[Process/zh-hans|Process(高山工业基地)]] | ||
+ | * [[Sinshine/zh-hans|Sinshine(罪恶海岸)]] | ||
+ | {{MeetYourMatch Update Nav}} | ||
+ | {{Maps Nav}} |
Latest revision as of 17:20, 22 February 2024
此翻译需要更新。 您可以通过以从“Sunshine”(查看来源)里的内容编辑来协助改善它。参见帮助:语言翻译(英语)。 |
Sunshine | |
---|---|
基本信息 | |
种类: | 控制点 |
文件名: | cp_sunshine
|
发布时间: | 2016年7月7日补丁 (棋逢对手更新) |
地图变种: | Sinshine |
开发者: | Rebecca "phi" Ailes Kimberly "iiboharz" Riswick Sebastian "Seba" Grus Mellowretro Tim "SediSocks" Brown Lees |
地图物品 | |
医疗包: | ×9 • ×10 |
弹药盒: | ×8 • ×16 |
地图俯视图 | |
地图邮票 | |
支持者排行榜 |
“ | 我对这个地图设计感觉很好。
— Phi 谈到这张地图的设计
|
” |
Sunshine是一张社区制作的控制点模式地图,该地图注重于竞技性,其设计思路也是专注于 6v6 竞技。地图采用了标准 5CP 设计,即1中点、2次要点和2终点。每次向前占领一个点,其重生点也会向前推进。该地图是竞技比赛的常客。
Sunshine是被投稿到Steam创意工坊的作品。
Contents
位置
注:如果你无法找到下方列出的位置,你可以向下滚动到辅助俯瞰图板块,以查看它们在地图上所标记的确切位置。
控制点 3
- 钟楼:钟楼作为中间控制点。它可以从前面和后面的开口进入。
- 小屋:钟楼区域的四个角落各有一个小木屋,可用作掩体。
- 巷子:进入中央控制点区的其中一条路线,可由第二&四控制点区进入。
- 咖啡厅:进入中央控制点区的另一条路线,该路线位于钟楼前/后方的一栋石质建筑内。
- 咽喉:双方队伍进入中央控制点区的主要途径。
控制点 2 & 4
- 灯塔:每个队伍都有一个团队色灯塔,作为第2和第4个控制点。
- 狙击手平台:灯塔后面是一个平台,可以作为狙击手的观察点。
- 楼梯间:位于灯塔后方的是一个楼梯间,通往隧道。
- 木制仓库:灯塔更后方是仓库,一座巨大的三叉分路建筑作为由第二/四控制点区进入最终控制点区的大门。
控制点 1 & 5
- 木箱:控制点右边有一些桶和木箱作为掩体。
- 墙:导弹发射台后方有一堵可透视的玻璃墙。
- 导弹发射台:最终和第一控制点的所在地。
- 高台:控制点左边是一座可俯瞰整个最终控制点区的高台。
辅助俯瞰图
1.小屋 2.咖啡厅 3.咽喉 4.巷子 5.狙击手平台 6.楼梯间 7.木制仓库 8.高台 9.墙及其后方区域 10.木箱
蓝色/红色斜线:蓝队/红队第一出生点 蓝色/红色双斜线:蓝队/红队第二出生点 蓝色/红色带圈双斜线:蓝队/红队第三出生点
暗红色圆圈:位于中央的第三控制点 黄色圆圈:位于灯塔的第2&4控制点 绿色圆圈:位于导弹发射台的第1&5控制点
战术
主条目: 社区 Sunshine 战术
控制点占领时间
控制点 | 玩家人数 | 秒 | ||
---|---|---|---|---|
控制点 1 和 5 | ×1 |
| ||
×2 |
| |||
×3 |
| |||
×4 |
| |||
控制点 2 和 4 | ×1 |
| ||
×2 |
| |||
×3 |
| |||
×4 |
| |||
控制点 3 | ×1 |
| ||
×2 |
| |||
×3 |
| |||
×4 |
|
更改日志
这是地图添加到游戏之前的更改日志。
更改日志:
rc10
- Blocked sightline from cafe to second
- Raised said door 8u
- Moved cover from cafe to mid in order to make standing on tetris unable to see players pushing through cafe
- Moved and raised doorways exiting cafe in order to support pushing through more
- Moved high ground next to lighthouse down by 48u, aligning it with the high exit from lobby
- Extended out high exit from lobby to make fighting easier
- Changed cover in flowers/valley in order to prevent players standing on fences, and seeing too much
- Moved barrel arrangement on shutter door side of last back 32u
- Raised fence between choke and second by 32u to block sightline
- Opened up the wall between left and right lobby
- Fixed visual glitch with one way windows in last spawn
- Simplified cubbyhole in bottom lobby
- Pushed upper side choke into last forward a bit, created new space for teams to play in – entrance is now closer to last
- Extended fence next to upper side choke to ceiling to prevent players from standing on top
- Major changes to shutter door side of last: if you enter shutter door, you can no longer be spotted from players in last and you have a safer entrance area around pack
- Moved shutter door over significantly, eliminating line of sight from shutter into last
- Shifted around geometry in shutter side lobby to better work with sightlines and encourage teams to use shutter side more
- Filled in useless area that used to connect to what used to be secret
- Edited displacements on mid to make the sightline under the church unusable
- Added planks underneath church to make sightline under church from choke to choke unusable
- Shortened openings on long sides of church to make visibility from shack more limited
rc9
- reduced file size drastically (repacking!)
- increased performance, optimization, and FPS across the map
- can't stand on wooden palette on last to see over boxes into lobby anymore
- clipping on structure behind last point refined
- aligned texture on metal beams above last
- changed all models/props_spytech/computer_wall03.mdl to *_wall04
- added one wooden palette to block slim sightline from last spawn
- moved medium ammo on low ground on last back to old spot
- refined displacements on mid
- removed two lights at flower in valley
- removed shadows on wood doors
- removed benches right outside of spawn
- clipped off a hiding spot in lobby
- extended high platform in valley towards mid slightly
- added box near high platform in valley to allow scouts to jump
- widened wooden ramp up to mid platform slightly
- expanded high ground next to lighthouse slightly
- filled in gap underneath wooden stairs next to mid forward spawn
- fixed a case where you could see the nodraw side of a brush
- extended the high ground near the staircase near choke on last by about 48 u
- fixed spectator cam on BLU last being linked to the RED last point instead of BLU
- added spectator cameras on second
- removed props in scaffolding under roof in lower lobby (above the healthkit used in rollout)
- removed tiled “brick” props on blu side near flowers and mid
- removed unnecessary brushwork on ceiling through cafe
- removed garbage props in cafe
- removed smaller arch doorway detail bits nearby pack on second and in flowers
- detailed the mid building some more – everything is blockbulleted and clipped, don't worry
- optimization pass, lots of hinting
- massive prop fade pass
- lighting changeups, less blinding whites now
rc8 (from rc7)
- removed double door
- instead, made it a single thin door
- pushed entrance point back a little bit
- eliminated sightlines to shutter
- lifted box up to protect against sightline that went over it
- added barrel on side of prop pile in order to prevent the corner sightline
- moved boxes in tile room over a slight bit to prevent sightline from spawn
- Tyler’s door, aka the small door situated at 45° off of tile room, has been moved slightly
- spawn changes
- moved resupply cabinets forward slightly
- angled doors perpendicular to the large wall on last rather than parallel
- lowered right door, staircase is now outside spawn instead of inside
- one-way windows à la snakewater
- eliminated secret
- subtly changed capzone on last
- removed computers you could stand on behind last
- fixed teleporter bugs
- extensive clipping pass and prop clippings
- extensive fps improvements, will not be perfect but it will run better than rc7
- occluders optimized
- hint brushes worked on extensively
- more prop fades
- prop optimization - removing certain poly-heavy props and various little clutter
- streamlined various roof edges
- fixed many texture bugs and lighting errors
- no more spinning lighthouse
- polish
- deer
rc1a
- fixed cubemaps
- various little things
rc1
- Added new route to last, removed a route
- Hopefully made the announcer work
- Slight HDR
- 3d skybox
- Made valley less complex
- No more rocks
- Simplified bloating custom textures a little
- Optimization
- General fixes here and there and here and there
- More secret deer
b2
- reworked lots of little tiny areas
- expanded lobby
- smoothed various portions of the map
- better clipping
- more optimization
b1
- Detailed the entire map
- Rearranged various health pickups
- Added gully-like 'secret' area to last
- Expanded platform on side of last
- Changed geometry of lots of areas in general
- Tons of custom content (and deer)!
a7
- REMADE SECOND
- detailing
- tons of other little things
a4b
- Reworked a LOT of the 2nd point overall
- Changed the flank route to a more open, available route
- Shortened main choke
- Simplified other routes from 2nd to mid
- Smaller capzone on mid
- Better and more smooth clipping and routes around and under point
- Pit at second moved closer to the point
- Underground route straightened out a bit
- Platform at last extended out a bit
- Spawntimes changed slightly
- More deer
- Various other little things
- General optimization
a3
- changed mid entirely
- more OoB architecture
- changed lobby a bit
- added paths and ramps to previously inaccessible places
- tons of little other things
a2
- detail sprites and alpha painting
- a little tighter choke between mid and 2nd
- a little brighter indoor areas
- marked capzones
- various little things
- signs
a1
- made the map. wheeeee
更新历史
2016年7月7日补丁 #1 (棋逢对手更新)
- 地图 Sunshine 被添加到游戏中。
- 更新
cp_sunshine
以修复一些碰撞问题。
- 对第二&四控制点的旋转楼梯处做了Blockbullet处理。
- 将中型弹药包添加至到中点的小道。
- 移除了从山谷进入第二个木拱门的碰撞体积。
- 缩小了木拱门的尺寸。
- 对最终控制点的几处楼梯做了Blockbullet处理。
- 移除终点的梯子。
- 修复了地图
cp_sunshine
丢失素材的问题。
细枝末节
- 有一些鹿的剪贴画存在地图的各个角落,它们同样可以在地图Cauldron(闹鬼魔锅)上发现
画廊
另见
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