![]() Notice: Text surrounded by arrows indicates what needs to be entered here. Have you ever looked at Valve's map loading screens and can't figure out how they added those damn icons, backgrounds, and more? This article will provide some information about it.Ī repository on Github that will allow you to better understand the location of the files. ![]() I believe for this increase in uniform range of comfortability in all axes of shooting could influence more of a demand for vertically emphasized maps in the base game! Please let me know what you think and any improvements I should make! In it's current development it's only good for 2v2, 3v3, 4v4. I even added: ladders, stairs, cars, trains, colorful lighting and much more. Which should hypothetically increase even more vertical movements. ![]() Anyways for mapping I then made it even a little more complex by having it spawn you on the same level as you opponent 25% of the time, to increase constant "looking up and down". I will be starting to collect data on this, Ill publish it here soo. However after practicing on my map for comparatively similar amounts of time to another similarly sized standard aim map, I feel my aim is much more accurate. However I think I made a shocking discover, most of which is anecdotal since I don't have enough time yet to make a numerical statistical comparative study. This not only to increase vertical aim and muscle memory, but also to increase complexity with having to visually keep track of more potential angles from above/below as well has horizontally. Introducing verticality to aim maps for a more consistent aim in all axes?Ī problem in all "aim" style maps, with a potential solution?Īfter playing to much and many aim maps, I realized that my flick shots were only accurate horizontally so I tried making a map that made your opponent spawn on a different vertical level than you.
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