
Chinese: 
Valve可能正在準備釋出重大更新如Source 2引擎，
Half Life 3或是聖誕節更新，在12月內推出
因為近期的更新就只有兩個社群自製地圖的更新
但有些更新還挺重要的
讓我們來深入研究
FMPone，完美主義者
持續的在更新他的Subzero
現在通往B點的棚屋門已被移除
這項改動將會大幅改變裝炸後的玩法
因為炸點內沒多少地方好躲
所有通往炸點的路也都差不多從同個方向來
棚屋內仍然能夠躲人
但棚屋的牆變厚後
想要穿牆最好是帶上一把狙擊槍
另一項重大改動是中路
現在中路能直通A點
這完全改變這張圖的玩法
我也喜歡這個改動
從中路繞幾個彎後就能到達A點
尾端通往通風口的路變成無法通行
FMPone也明文指出它"禁止通行"

English: 
We can only assume that Valve are reserving
their Number 1 Source 2 Half Life 3 Christmas
Special Counter Strike Update for sometime
in December, because this latest update only
contains changes to 2 of the community-made
maps. But some of these changes are significant.
Let’s investigate.
FMPone, ever the perfectionist, continues
to change Subzero.
There is no longer a door leading from hut
to bombsite B. This will radically alter how
the site plays after a bomb has been planted.
There aren’t a lot of places for people
to hide on the site itself and all remaining
entrances to the site are from roughly the
same kind of direction.
People will still be able to hide in the hut
itself, but its walls have gotten thicker
and you’ll require a sniper to wallbang
through into site.
The other HUGE change has been made to middle,
which has now been opened up to A site. This
completely changes how this part of the map
plays! And I like it. Mid snakes around several
times, eventually leading to bombsite A.
And the bottom entrance to vent has gone completely.
Looks like FMPone took his sign literally.
Here’s a before and after, showing how the

Chinese: 
這是更改前後的對照
顯示出通風管的路線已被簡化成T方單向通行
通風管現在只能從T家附近進入
兩個通往A點的單行道
現在需要三個人才能從原路折返回去
A點隧道下方通路的箱子已被移除
簡化這個區域也同時減少能躲的地方
然後這"水會吞噬槍"更新是怎樣?
我原以為是這個會讓你拿不到槍的卡點
但這更新指的是另一個
丟槍以前會消失在水面上
想要找槍跟大海撈針差不多
但現在槍會詭異的浮在水面上，可見度提升
你仍然能把槍丟到你拿不到的地方就是了
背景音效也被調整過
CT家現在新增之前沒有的風聲和水聲音效
像這樣

English: 
vent has been simplified into a one-way option
for terrorists.
The vent can now only be reached from near
T-spawn, with 2 one-way drops leading down
to bombsite A. It would take 3 players to
boost back up the other way again!
These crates in the drop at A have been removed,
simplifying the area and removing a hiding
place.
And what’s with this ‘water eating guns’
update? I thought it referred to this bit
here, where weapons could land in places where
they can no longer be retrieved. But it actually
means something else.
Dropped weapons used to disappear under the
water’s surface, making it a nightmare to
locate them. But they’ll now eerily ‘float’,
still visible. They can still get dropped
places they can’t be retrieved, though.
And the soundscapes have been adjusted. CT
spawn now features wind and water sounds that
it didn’t previously, for example.

Chinese: 
現在來談談Biome的更新
比Subzero改的還要更多
中路被拓寬，和之前相比寬兩倍
給T方更多活動空間
看似隨意，其實不然
因為原本兩個通往同個門口的路意義不大
而現在CT方有新的制高點能狙擊中路
這改動其實挺重要
你會需要重新學習這裡兩邊的玩法
制高點很強勢
不過蹲在這的狙擊手也需要注意紅門-應該說SQUEAKY
(遊戲內中文叫易響位置)
T方推這個點的話說不定能偷到幾個人
牆上有紅色叉叉標記
可能是用來做丟雷的標記?
但拉遠後就逐漸消失
而舊版中路卻不會
我也注意到地圖位置現在有了官方命名
不須在用Reddit上面那些令人疑惑的稱呼
中路上方也有更動
在右方新增一個通風管
從雷達圖來看便能一目瞭然

English: 
Now onto Biome’s updates, which are even
more sizeable! Its middle area has changed
extensively. It’s now double the width,
giving terrorists a lot more room down the
left to explore. But graze freely, they shan’t.
Because rather than 2 routes that end up leading
to the same doorway, CT’s now have a raised
look-out area with which to snipe up middle
from.
This is kind of a big deal. You will have
to totally relearn this part of the map as
both sides. The look-out is a powerful spot,
though snipers up there will have to pay attention
to red door- or should I say, SQUEAKY, as
terrorists pushing this area could otherwise
catch them off-guard.
There are red crosses on the walls -possibly
to line grenade throws up with? But these
fade out at the distance while those in old
mid do not.
I also noticed the map’s locations have
official names now! We won’t have to rely
on Reddit’s questionable suggestions any
longer.
Top of mid has also changed, with a vent added
to the right-hand side. Seeing the radar overview
close-up will demonstrate the change best.
I’ll now show this as a side-by-side if

Chinese: 
現在用更新前後來比較
T方從short A rush中路的路線
新增的通風管出口本身不明顯
但拆窗的聲響一定會讓附近的CT有所警覺
回到 short A
主走廊到外郊的視線被擋住
使得CT能掌握的情報有限
不利於推進這個點
對，看吧
這裡不再叫short A，它是主走廊
修正 long A的畫面讀取錯誤
可以指非常非常多地方
這張圖有非常多優化視線的隱形物件
這會讓畫面跳來跳去如果你用飛行模式觀察
但我仍然找不到哪個點之前會出現類似的錯誤
但這次更新，卻更正了我之前在衝突點分析的影片裡
所提出有關long A的問題
我發現，尤其是從CT方來看
在這個轉角手榴彈容易被隱形牆反彈
這問題終於不在存在
我猜，這個點也修正了畫面讀取錯誤的問題
事實上，這次更新幾乎修正了所有我之前的
衝突點分析影片裡所提出的問題

English: 
you were a terrorist rushing from Short A
to mid. The vent itself is hidden from mid,
but the trade-off is that breaking the vent
will reveal your location to any nearby CT’s.
Back to short A again, the sight-line between
‘main hall’ and outside has been obstructed,
limiting the information that CT’s can gather
from pushing up to this point. That’s right,
people. It’s no longer short A, it’s MAIN
HALL.
‘Fixed boost with visibility glitch on A
long’ could mean many, many things. The
map was aggressively optimised with invisible
stuff everywhere which would make stuff pop
in and out of view as you flew about, though
I couldn’t find any playable spots where
this was an issue. This update HAS, however,
rectified an issue I had with long-A in my
recent contact point analysis of the map.
I found that, for CTs in particular, grenades
would bounce off an invisible wall above this
corner here. This is no longer an issue at
all. And I guess yeah, it stops a visibility
glitch on this corner as well. In fact, this
update fixes pretty much EVERYTHING I covered
in my contact point analysis video.

English: 
The map’s maker, jd40, has torn a hole in
his beautiful biome just for me, which will
let terrorists nade from their spawn into
mid earlier than before.
CT’s haven’t missed out either: at first
glance it looks like it’s been made harder
for them to grenade into middle! But that’s
not the case: previously there was an invisible
wall here that grenades would unfairly bounce
off of! At least now you can see the wall
and if your grenades bounce off this… it’s
because you threw a bad grenade.
In fact you can see almost the whole biome
if you get up high enough. Before, distant
areas would be aggressively culled. This has
been replaced with high-up walls, which serve
3 purposes: first, optimisation, second, they’ll
help players to line grenade throws up with.
And third, they don’t feel so cheap when
they block your grenades, compared with the
old version’s invisible walls everywhere.
And a perk for me is that it will make flybys
on this map a helllololot easier to do.
The catwalk leading from terrorist spawn to
long A was always a bit pointless, as it took
longer to do than the other route did. It’s

Chinese: 
既然提到了隱形牆，地圖製作者，jd40
在他那美麗的biome圓頂上開了個洞給我
讓T方能提早塞煙到中路
Ct方也沒被遺漏
第一次看到時會覺得手榴彈變得更難丟到中路
但並不是這樣
先前手榴彈會被隱形牆反彈實在是有點不合理
至少現在你可以看到牆
如果你的手榴彈像這樣被彈回來...
那是因為你丟歪了
事實上你幾乎可以看到所有地方
如果你飛得夠高的話
在之前從高處看，畫面都會被切割
現在都被加高的牆壁所取代
也增添三個優點，第一，優化畫面
第二，方便玩家找丟雷點
第三，至少手雷被反彈時不會覺得地形太過簡陋
跟之前舊版到處都有的隱形牆相比
還有個優點是讓我在這張圖飛來飛去時
更更更更更更容易
T家到long A的小徑一直都是毫無用處
因為走這還比走其他路線還要更慢

Chinese: 
現在路的一面被堵住
讓這條路對rush戰術根本是毫無幫助
我蠻開心還有保留一些地方
不僅風景漂亮而且讓終場的CT有更好的地方能躲
但不能夠在從這跳樓自殺了
可惜
半拱的箱子被拓寬
也移除了之前可以龜在箱子旁的點
現在能夠從B點跳到天堂
從這跳到欄杆，新箱子，最後跳到邊邊
這個點剛好也被稱為地獄
不過要當心
如果你躲在這角落，在天堂的敵人看不到你
但跳會讓你彈出去
加上這裡有個可怕的地板貼圖漏洞
而在更新貼文中提到long A的視線畫面錯誤修正
我找到另一個點，如果你站在CT方往long A看
地板物件太~~早淡出
So yeah，Biome 更新很多東西
許多更新讓我之前的衝突點影片變得過時
但我不在意
看到地圖製作者對自己的創作盡心盡力永遠不嫌多

English: 
now been blocked off from one end, making
it even more useless for rushing! I’m happy
this spot remains as it’s pretty and has
become an even better spot for CT’s to hide
at at the end of a round.
You can no longer plummet off to your death.
Shame.
The crates at arch have been extended, removing
a little campy spot that used to exist down
the side of the crate in the old map version.
And it’s now possible to jump from B up
into heaven by jumping on this railing, then
this new crate here and then over the gap,
a spot nicely known as ‘hell’.
Just be careful: if you hide in this corner
here, you’re hidden from attackers from
heaven, but jumping will bounce you off the
side.
Plus there’s a horrible join just here between
the floor props.
And while the patchnotes claim a visibility
glitch at long A has been fixed, I found another
if you stand at CT and look across to long
A. The curb props fade out wayyyy too early.
So yeah, Biome has had a lot of changes, many
of which render my contactpoint analysis video
obsolete. But I don’t care about that. It’s
always nice to see a map maker who cares about
his creation.
Here are my contact point analysises for both

Chinese: 
這是我對這兩個地圖所做的衝突點分析影片
就...像之前我說的，都需要做些更新

English: 
of these maps. Which, as I’ve said… will
now need changing.
