Counter-Strike Global Offensive Jail Server jb_arcade: feedback requested

The point in this is to be able to see what you're doing while climbing. I wonder if he could make it so that CT's see them and normal transparency and T's see nothing. Also, I abuse invisibility on hunger games. :)
Sadly no. There are server plugins to make players see different things, but this functionality is not available to mappers.
 
Your other post contains good feedback, but without telling me how long you practiced each minigame or what you think needs improving this feedback is not helpful.

Keep in mind it was months before I saw anybody complete ladder climb on undertale before the cells were opened, and now it's one of the fastest ones. If I can complete all the games within 20 seconds after 15-30 minutes of practice, I have faith others can too.

That doesn't mean they couldn't be improved to be more informative though. I'll add a sign telling players to crouch over gaps in no jump climb and to avoid the walls of water race, for example.
I wasn't really saying you should change the cells. I have no doubt that you did them yourself to test, but how to do them is unclear, and some of them are just plain buggy (the longjump one for example).

Glad to hear that you're adding information in the cells.
 
This is by far one of the coolest maps! can't wait for the bug fixes and to learn all the secrets! Keep on making maps Thorgot!

BTW Congrats on getting promoted.
 
Released an update today. Thanks for all the feedback everybody!

Mostly a bunch of bug fixes and tweaks, especially to fix the lag in climb and the exiting bug in csgar.io, but also a bunch of small quality of life additions.

Steam workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1484815067
Direct download link (gamebanana is down at the moment): https://www.dropbox.com/s/zcsndc7t9atpazc/jb_arcade_b3.zip?dl=1
Feedback thread: https://www.edge-gamers.com/forums/showthread.php?324380-jb_arcade-feedback-requested

Change list:
New
  • Add portals on catwalks so CTs do not have to use the portals on the ground floor.
  • Add difficulty signs to strafe jump and surf.
  • Selection of HUD text color is now saved between rounds.
  • Spelling bee now plays a sound when the game is started.
  • Add tooltip to flight secret to tell the player they can inspect their weapon to toggle it on/off.
  • Add mp5sd to armory.
  • New, crisper skybox image. Made by ph1l-dk.
  • Add winner quantity buttons to decathlon and surf.
  • Added launcher pad to entry hall.

Tweaks
  • Lower colors difficulty. New round times are 4.5s, 4s, and 3.5s for easy, medium and hard. Before they were 3.5s, 2.5s, and 2s.
  • Label portals with where they lead.
  • Prevent cell vent from being noticably open or closed.
  • Portal open buttons are now gray before the cells are opened to make it clear they cannot be pressed.
  • Make last block on hard strafejump easier to see.
  • Move climb portal teleportation target to prevent players from running forward into toxic water.
  • Move awps down in armory so you don't have to jump to pick them up.
  • Make flight secret move you faster to make it more useful. (Thanks for the idea, Tethys.)
  • Make decathlon walls and gate thinner to make them less damage resistant.
  • Teleport players to center of colors when colors is stopped during the ladder command.
  • Add mipmaps for posters and spelling bee keyboards.
  • Add cubemaps.

Bugs Fixed
  • Fix players getting booted from csgar.io for no reason.
  • Prevent massive lag when many players are standing on a donut by disabling collisions for donuts.
  • Fix extra donuts spawning in climb.
  • Fix start button texture looking terrible on low quality.
  • Fix damage signs not resetting when round ends.
  • Fix taking damage if you are right against spelling bee doors on the outside.
  • Add solid brush under floor of csgar.io. On servers where you can fall through buttons you will no longer fall very far.
  • Consolation prize for finishing cell minigame after all the prizes are gone is now teleported to you properly instead of falling by the stairs.
  • Allow more strafing in colors for the run command.
 
I'm sure this was an intentional element of map design, but heres my feedback regarding armory vent regardless.

The vent makes way too much noise to break, and is absolutely impractical to enter as a rebeller unless the CTs are on the far corners of the map, as even knifing it can be heard from main cell area.

I strongly suggest making it possible to stealthily enter armory, whether it be through some method of breaking the vent or another entrance altogether.

Just my 2 cents.
 
oooooh that means the line inbetween the colors? Thats super confusing, and its clear that the Ts were confused too, as they all died.

However, I noticed that the T in the bottom left died, and he was on the line.
 
oooooh that means the line inbetween the colors? Thats super confusing, and its clear that the Ts were confused too, as they all died.

However, I noticed that the T in the bottom left died, and he was on the line.

efezn02.jpg
 

I legitimately did not even notice the line appear..

I really like that you're trying to do new things with the colors, but I feel like a bit more explanation is required. Maybe a guide as to what the color signs mean individually?
 
I legitimately did not even notice the line appear..

I really like that you're trying to do new things with the colors, but I feel like a bit more explanation is required. Maybe a guide as to what the color signs mean individually?
That already exists, there's text on the left side of the screen explaining each command as it occurs. I usually watch that instead of the squares.
 
That already exists, there's text on the left side of the screen explaining each command as it occurs. I usually watch that instead of the squares.

I really like the colors and love watching 90% of the prisoners die on the first go around but it's really really hard. Note I only play colors on hard so I have a question, what is the difference between easy, medium and hard? Does hard have different games than easy or maybe less time to do the orders than easy?
 
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