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I see what you mean, the map can feel very huge. The T-side rotates have purposely been elongated to prevent instant "Fake here, go there" scenerios that are uncontainable. However, it feels like there is a lot of empty space as consequence. Controlling mid is a huge part of making the map rotates quicker for your team... however I fear you may be right and that mid is TOO important.
You're right! I need to add more consistency to the stairs. I use ramps for most of the map, but then use headbobbing stairs for other parts. Good catch!
I have purposely tried to make A Balcony a bit harder to access (without ruining existing sight lines)... but the current solution IS awkward, I agree with you. Do you have any ideas how to fix that up a bit without a ladder? (I personally feel ladders have no place in competitive)
I would absolutely love more detailed feedback, you have given some great stuff so far. Thanks again for your feedback. I'm amazed that you went through the effort of checking out my map before I even posted it anywhere. You are truly the type of people keeping the mapping community afloat. Hats off to you!