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I'm glad you guys think the map is well balanced (despite a few glaring flaws), as that is what I am constantly striving for.
The one thing that concerns me is that you guys don't think the map is very "fun". I tend to agree, but I can't pinpoint exactly why that feeling exists. Perhaps the map needs a few unique "gimmicks" and/or single definitive factor that makes it more memorable, that sets it apart from the rest of the map pool?
I agree about mid being too overpowered for T's. That has been the crux of playtesting in the most recent versions. I have tried to increase the risk/reward for CT's to push mid early, but I don't think it is enough. I love your idea of narrowing the T side entrance to mid to create a smaller vision cone for CTs to watch.
The "blank map" problems very much exist, but are partially due to me still trying to nail down spawn distance timing since adjust that after the map is filled in is a major pain.
A few interesting tidbits that might change how you guys play the map (though do not fix very many of the issues you guys had with the map in its current state):
1. The map is designed for a variety of CT setups. The setup (Format: A-Mid-B) 2-2-1 is pretty much neccesary to play the map in the current state. One mid player in window or cat, while the other is lower B entrance and/or pushing up mid carefully. However, I want to balance mid so 2-1-2 and 3-1-1 are also viable options.
2. You mention where the T's and CT's meet at B. The CT-side B player is SUPPOSED to have enough time to rush B's balcony and spot out (and pre-nade) any quick T rushes safely. They can then fall back, smoke entrance and call for rotates. I might have to further adjust spawn locations to make sure this is true of EVERY round, not dependent on spawn luck.
3. A is the "bunker" site, while B is the "retake" site. Meaning, it is alright to give up B as CT as long as you maintain mid control and don't prematurely lose any casualties.
Again, these are all hypothetical goals of the map. They might not all work in practice. I definitely need to work on mid more.
Thanks again for all the great feedback... make sure you add me so I can get some definitive change ideas, and you guys can try out the map again based on your own critiques being accounted for!