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Basebuilder - Tutorial [ENG]

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Opublikowano

ENGLISH VERSION

 

Basebuilder, what and how?

Basebuilder is a mode where we can show our creativity and build any camp you can think of! The whole theme of this mode is that the Anti-Terrorist team must build a base in a certain amount of time, it is 180 seconds, then they have 40 seconds to enter their base and they must shoot the Terrorists or Zombies to prevent them from entering your base. On the server there is a command such as !party, with this command you can confidently build a base with your friend or simply with another player to make it even more difficult for Zombies to enter the base. After a round, people who were on the CT team will be transferred to the TT team and will have to kill the CTs as Zombies.

 

How to build?

E - when you click the E key you can move the blocks as you wish

R - with this key, you can rotate your blocks.

G - with this key we unlock the block on which our mouse cursor is directed or we can lock the block by clicking the G key.

Left mouse button (LMB) - When we click the left mouse button or hold it, we move the block away.

Right mouse button (RMB) - With the right mouse button we can attract the block.

 

Here I will give you two useful binds that allow you to build more advanced bases.

bind key "sensitivity .... (our sensitivity)"

bind key "sensitivity 0.01"

 

I will show you some basics of the basebuilder mode:

What is a slowdowner? - A slowdown is a certain type of obstacle that slows down Zombies before they enter our base. The slowdown must be for the entire character model, according to the rules. If the slowdown is not on the entire model, it is considered a pixel, which is described below.

Spoiler

unknown.png

 

What is a pixel? - A pixel is quite similar to a slowdown, however, a pixel differs in that it is not for the entire character model and in order to pass it you must move slowly depending on the size of the pixel.

Spoiler

unknown.png

 

What is a flicker? - A flicking pixel is a pixel, only it is the most difficult one to build. A flicker is very distinctive, because you can recognise it by the fact that it flashes. For beginners, building a flicker is not a good choice.

Spoiler

unknown.png

 

What is a 0 pitch roof? - A roof at 0 is a roof in which we can move with WASD, but we cannot jump.

Spoiler

unknown.png

 

What is a square? - A square is usually a building that consists of four ceilings that are connected to each other. There are two types of entrance to a square: 1) Entrance from above

2) Entry from the bottom

Spoiler

unknown.png

 

What is a minus? - A Minus may seem like an impossible task to a new player, but once you understand what it is, it's easy to figure out. Most often minus is built from two walls (minus can also be from other blocks such as crates), which are at zero, so you take one wall, hug it and take another wall, on which you click E and go back to the first wall and then it is at 0. Next, we use the sensitivity bind, which I mentioned at the beginning of this tutorial, and we fire this bind and by clicking E and slightly moving the mouse towards our body we make it so that we cannot move between these walls or so that it bugs us (screen shakes). It is important not to draw the walls too close to each other, so when you draw the wall with the sense of urgency, it is best to move it slightly away so that you can move again and make it so that you cannot move again.

Spoiler

unknown.png?width=1025&height=330

 

Pipes and surfs on the map. Application.
- On the map we come across pipes and surfs. Most often they are used as traps. When you build a camp on a pixel, it is advisable to add a surf to this camp, which is built with walls so that Zombies can not get out of it and then Zombies have one chance to enter the base, because if they do not pass the pixel, they fall into the surf and have to wait until you kill them.

Spoiler

unknown.png

 

EXAMPLE BASE

 

1. Standup

 Construction - We put a wall on the wall so that a pixel is formed (we make the size of the pixel according to our possibilities), then holding E on the wall we jump and release E, then we go between these two walls and looking at the wall above us we click E, jump and release. Then go between these two walls and looking at the wall above you, click E, jump and let go. Later, we put a wall next to us, on which we will have to jump and we can still make a pixel or a minus and we enclose the whole base.

Passing - We enter between these two walls, then tilting the viewfinder slightly at an angle, we hold W and when we guess that we are at the end of the wall, slowly click W (WARNING! - DO NOT HOLD CTRL), when our character model stands up it means that we entered and jump on the wall and if we still have a pixel or minus we pass it and we are in the base.

Spoiler

 

 

2. Minus from above

Construction - We put a wall to which we adhere our character model, then we take the second wall, which we approach and holding E we go back so that we block against the first wall and then we have a wall at 0. Then we make a minus from this wall (it is explained in the first part of the tutorial) and we take another wall and put it in such a way that we cannot pass this campy as a normal minus, we can do it by putting a wall next to the first wall at an angle. Add the walls around the base and the roof and you have a finished base.

Passing - We adjoin the wall to which the minus is made and we put our sight more or less in the middle and we lean a little towards the wall to which the minus is made and we jump and in flight we click W, then when we fall we look at the wall to which the minus is made and we hold W, if we did not enter we repeat this process again.

Spoiler

 

 

3. Minus

Construction - Take the wall, to which we adhere and take another wall, which we set so that it slightly protrudes than the first wall, then on the second wall click E and go back to the first wall and then we have walls at 0. Then we use the bind with sensitivity, which I gave at the beginning of this tutorial, and we fire this bind and by clicking E and slightly moving the mouse towards our body we make it so that we can not move between these walls or so that it would bug us (screen would shake). It is important not to draw the walls too close to each other, i.e. once we have drawn the sensitivity wall to ourselves, it is best to move it slightly away so that we can move again and make it so that we cannot move again.

Passing - Step in between these two walls, then position your viewfinder on the floor so that it is more or less in the middle, then holding CTRL step out slightly in front of the minus and tilt your viewfinder slightly at an angle and hold W. If you do not step in then repeat the process again.

Spoiler

 

 

Authors:

Piti

chef.

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