After the playtest I can say that the map definitely improved a lot. A few things I and other people noticed:
- The entrance to B is too wide now. Instead of the big chip into the corner, make it a lot less drastic, maybe chose to make both corners for the main entrance round.
- Change the door in B to a window and raise the hallway (add a staircase). That prevents CTs from rushing around and stopping Ts early from two angles. Still alow it to be boostable just to enable a surprise play by CTs. Also reduces the amount of easy afterplant positions for Ts.
- Add more and smaller cover to B. Also replace some of the cover so CTs can more efficiently hold the angles for B main and B window/door.
My suggestions for changes to B summed up.
- Mid seemed fine. Some people wanted an easier way to smoke off both directions. I recommend adding a big box (climable for Ts) with a tilted sign or board on top so Ts can smoke around the corner easily and climb the box to get more vision into mid. Kinda like this.
- Open up the CT mid to A connector a bit (the narrow corridor).
- Replace rocket crates in A with different objects. Add light to A main corridor with natural light (ceiling opening).
- Make A long more versatile and less exposed.
- Increase cover for Ts that come into A, raise a wall so CTs cannot snipe from the back of A into the T main corridor. Also vice versa, dont allow Ts to fall all the way back and still have vision onto the bomb when planted underneath the arch.
Next step once the layout stands will be making the many corridors feel less blant by adding life and a theme to them. I'm sure you have something in mind, but I'd suggest going for one color/texture scheme for the area around A and the corridors that lead to the bomb spot and a fitting but differentiated theme for B and the area infront of B main and the area around ct spawn to B.
I'm looking forward to further improvements. As you might be able to tell, I'm quite confident that this map can be a great one.