BWB WT PROJECT A3 DRY CLIFF
STILL IN TEST
IF YOU FIND ANY BUG PLEASE TELL ME
AND I WILL FIX IT
test 19 分钟以前
new pc0
man I dont what do you mean
Titanus 20 小时以前
noice
sand you bro
TAB_SILENCE 10 小时以前
I’ll play it next month when I play Ravenfield again
Ok bro no need to rush, it aint going any where
TAB_SILENCE 10 小时以前
Oh gosh, I have to try this now
Looking forward for your review bro and have fun!
Casey Blackwood 52 分钟以前
Idi Nahui Blyat
what do you mean?
Bhavarsch 1 小时以前
yum
thank you bro Ow O
RettoKeissu 6 小时以前
epic!
thank you bro
it tooks me 5 hours and 2 hour to debug
Razor-1 6 分钟以前
This map is a hidden gem ngl. Theres way too many flags tho, and also it would be better if flags were not a intersections but in buildings for better cqb and the capture rate is way too fast.
that being said this is the best city map I’ve played in a while
Glad you’re enjoying the map! and Thank you for give me a feedback bro!
The point about flags being at intersections is valid—moving them into buildings could definitely improve close-quarters combat and make fights feel more tactical. That said, I didn’t place them inside buildings mainly because vehicles need to be able to reach the flag’s XY position in a straight line from the road. If they can’t get there directly or have to navigate around obstacles, they tend to abandon the vehicle, so keeping flags at intersections was kind of a necessary compromise.
As for the capture speed, I get that a slower pace could lead to more drawn-out engagements, but the faster capture rate is intentional so objectives can reflect shifts in team momentum more quickly and keep the frontline dynamic.
That being said, if you’re interested, I could make a separate version of the map with slower capture speeds and focused purely on infantry gameplay. That way, I’d be able to place flags inside buildings and lean more into close-quarters combat.