The only floors I kept hacked were the ones that might be strategic to see through in order to spot enemies below.Īdded building_templates, which are walls used on many other maps Navigating a map that allows you to see through everything can be a bit unnerving, so I took the liberty of carefully picking through each map to normalize all the ground/floor textures to help with this. The results were pretty awesome, and I find that I now prefer the translucent walls more than the grid texture. I've been testing this extensively the last few hours and I've been able to make a smooth transition between my previous "dark grid" compilation and the new "normal translucent walls" edition. Removed texture (translucent smoke) that was causing consistency issues The sv_consistency safe compilation now has:Īdded sv_consistency Safe - Normal Translucent Walls compilation (due to popular demand) Custom-'built' maps (all stock maps
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