Because the map was prolly optimized for 64 tick? It can be fixed.
On Sep 18, 2012 2:23 PM, "Steven Hartland" <[email protected]> wrote:

> **
> So care to explain how a map can break the timing of something, when its
> the engine which does the timing ;-)
>
> ----- Original Message -----
> *From:* Travis Brown <[email protected]>
> *To:* [email protected]
> *Sent:* Tuesday, September 18, 2012 7:12 PM
> *Subject:* Re: [Csgo_servers] 128 tickrate server makes door at de_nuke
> or de_nuke_se move slower than when it is @ 64 tick server
>
> It was removed cause the game engine couldnt do it properly as the game
> was ported. It has been done right this time. The map needs fixed, not
> removal of tickrate. Lol
> On Sep 18, 2012 2:09 PM, "Steven Hartland" <[email protected]>
> wrote:
>
>> **
>> That's not what I understood, so care to provide evidence of that?
>>
>> ----- Original Message -----
>> *From:* Travis Brown <[email protected]>
>> *To:* [email protected]
>> *Sent:* Tuesday, September 18, 2012 6:55 PM
>> *Subject:* Re: [Csgo_servers] 128 tickrate server makes door at de_nuke
>> or de_nuke_se move slower than when it is @ 64 tick server
>>
>> That isnt why it was removed.
>> On Sep 18, 2012 1:42 PM, "Steven Hartland" <[email protected]>
>> wrote:
>>
>>> **
>>> This is why the trickrate should NEVER have re-introduced!
>>>
>>> It was removed for a good reason aka because it broken stuff, just like
>>> this.
>>>
>>> PLEASE PLEASE guys remove it again, it will prevent a world of hurt in
>>> the long run!!
>>>
>>
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