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Thank you too :)
- CTs get to the bombsites too late. On A the Ts can even enter the room before CTs. There's also too little cover at A. I would personally not place a bombsite in a svimming hall because it is so open. Makes it difficult to add corners and cover for both sides.
On B the teams will get to the site approximately at the same time. CTs will have little to no time to set up. The vents between T spawn and B site are too overpowered. Any T with a scoped gun can dominate from that position. The unfinishedbuilding on the CT side of B is especially exposed, and that building seems like a vantage point for CTs. The hallway at B does also allow the Ts to flank the CTs very easily.
If I were to make changes to this map, I would:
-open up B site and let CTs have more corners and covers to peek from
-put an object on the B side of vents to obstruct vision
-merge the two "theatre" rooms into one bigger and place A inside there
-block off the pool completely, but let players walk on the sides and the catwalk
-open up more passages for the CTs to rotate
-put CT spawn closer to each site
but otherwise a cool looking map. I like the chernobyl-esque theme. Did you make the orange/brown building decorations yourself? They look really cool. Helps to show that this place used to be full of cultural life
About being too open. Well it's something diffrent from other maps, isn't it? ^^
Yes.
Well, thanks for the feedback. Many interesting points you have there :)
Glad to help ;)