Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
also love that you've done similar layout to edin with central b and ct spawn a, I actually played the hell out of edin when it got added in officially and am big fan of this layout structure :)
Going B main from T spawn doesn't seem to be viable as CT's beat timing to the balcony area and it doesn't give you much of an advantage to take B site when you have control of that area. The two different staircases into B site seem unnecessary, I think one would do.
A main seems good; good timing, good design. I think an AWP on CT would be really powerful, maybe too powerful. Maybe make the big box a little smaller and add an easier way for the T's to flash the awper.
The other thing is that I think the only other way to go B is to go through A main. The hallway leading to B site from A main seems weird too. You'd have to clear the vent angle and both staircases so I think it would just be really hard to take.
Mid seems useless too. A site is a straight shot but the only way to B site is through the vent or a lengthy rotate through the balcony area. I think it'd play better if the upper section coming from either spawn and the lower section coming from A main to B site were combined.
I think the nightclub (T spawn) is way too far away. If it were moved closer and CT spawn was adjusted toward A main, timings might be a little better.