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It's confusing without looking at the mini map and even with it you can't see where to go because the map is visually cluttered. There are countless corners where enemies could be hiding.
Remove 30% of the map's connectors, holes and visual clutter and it will be way better.
The timings seem good, about 9 seconds for CT's to get to B and clear the red container at A and about 14 seconds for the T's to enter both sites (timing of course varies with spawns.) Both teams get to mid at about the same time.
I like Mid's design.
I like the layout of B, plenty of opportunities for fire fights and nade throws.
A's layout lets you check almost every spot one at a time.
The vertical design is great for lining up nades and in general looks nice for an unfinished map.
The theme of the map has promise.
Overall I'd say with a little touching up and time this map could be really good.
Things that could be changed:
I feel there should be an easier way to back out of a B rush and rotate to Mid, as you currently have to commit or go all the way round T spawn.
I think that the A site bomb area is a little small, perhaps extending it round to the other side of the red container is a good idea. [i.imgur.com]
The vent room could use a little brightening.
This is a minor one, but maybe there should be something like this [i.imgur.com] here, making it more obvious that you cant go down the sides.
This isn't really a problem, but putting a box next to the wheel barrow might make it a little easier for T's to go mid.
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English
---------—
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