I've been working on a second project based on a mall for a defusal map and have been having a concern as I build it out.
Most malls are built on having multiple floors (most are probably 2) with the upper level being wider with walkways on both sides of the main path. The problem with this in my map creation is a) it causes a need for many stairs and b) creates lots of angles where people on the upper floor can shoot the lower floor revealing very little of themselves.
What I mean by this is shown here: https://upload.wikimedia.org/wikipedia/comm…ls_interior.jpg
Like the main hall area of the aquarium of de_zoo
I'm not really sure of how much of an issue this is, but I'm under the impression most players like to minimize the amount of dominance getting the high ground gives. My main thoughts to fix this issue are:
1) Use the walkways very sparingly to add strategic depth rather than make the lower paths super risky to be in.
2) Have the mall be in a state of disrepair/destruction to clip off many sections of walkway with debris.
3) Find a new theme.
Thoughts?