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- If I jump over to the roof of Coop with an awp / scout, then in the scope of the weapon I can see reflections from the level / interior of the shop. This is not true for the whole area of the roof, but it is quite easy to reproduce this 'behaviour'.
- In the big office building if I throw a molly on the ground at the 'turnaround' part of the stairs between the lower floor and the upper floor, then the molly will damage cubicles through the wall in the next office. If a hostile has control of upper / lower stairs then it has a chance to 'clear out' potential cover in the small office area towards B spawn through the wall, without actually interacting in real with those objects. Sometimes this makes it harder to defend / rescue a hostage from that spawn.
I believe that this second issue is exploited in the wild now.. but please let me know if I should take down / edit this post.
If its too game breaking i will fix it tho. But sounds like its just a fun exploit ;D
Thank you for your feedback! :) Hey, you've created an amazing map, I loved the atmosphere of 'Insertion1' and I've played it a lot back in the day.. but man, this map is something next level, built with insane amount of detail and dedication! I'm pretty much impressed by the implementation of fog and how it makes the map to work (squeezing the limits of the engine)! So yeah, I'm back into cs only cause of this map.. what have you done?! :'D
Jokes aside, thank you for your time and energy going into this map, and please don't care about haters... They'll always find a reason to mess around, but It's not you at all, it's only them.. ;)