Quote from jackophantDisplay More[Blocked Image: https://i.imgur.com/plg1zw8.png]
Here you go @MinorThreat, I reckon the changes I've drawn out here are fairly concise, but one thing I can't effectively show is the number of 64 unit boxes. Please do not use these, ever. They are awful and massively unfair. You can use them for self boost jumps, just out of the way of anywhere someone can easily abuse them for super effective cover.
Green areas are somewhere you should add:
- The green boxes in mid are your shelving. It absorbs SO MUCH damage, and make firefights very irregular, box them out in dev, or stack them full of crates, either way, make it more solid so people can play around it more.
- I've blocked the door to the right of the window from the B path as it made going mid pointless. CS isn't fun when you keep getting shot in the side of the head because you have too many places to watch. It also concentrates the flow of players better and give more of a reason to hold window to keep people off mid.
Red areas are something you should remove:
- That underground path offers nothing tactically. You go towards A, get smoked off at the tightest choke point in the world and then just run past mid, past the defensive window, past every CT in the map, and just pop behind them in window. It honestly breaks the map the most for me because right now mid window CT has to watch front right and left by himself.
The blue lines are all pretty ridiculous sight lines:
- The one outside B, CTs can get to those boxes and start auto-sniping Ts before they're even down the stairs. It is a horrible engagement, not only is the CT very hard to spot against the shady corner, but anything other than a scoped weapon is pretty useless, especially because they'll be hiding behind a 64 unit box.
- The long sight line from A across mid is again, aided by 64 unit boxes. The person sitting near A can very easily spot Ts running up mid and pick their heads off from complete safety.
- The short light running north to south in the tunnels outside A is another 64 unit pillbox. CTs just sit there gunning Ts down in a tight corridor with 99% of their body hidden, even more effective when smokes are present.
- The shorter blue light across the A tunnels / mid connector isn't a massive issue in itself, but the back drop is very dark on the left end of it making it hard to see. I like what you've tried with the plastic drapes, but they also impinge visibility, so maybe if you can slide them sideways to minimise their impact, that could be enough.
The yellow line just highlights a very fast rotate:
- CTs can play pretty aggressively on this map, even on mid, so to then have a fast rotate is pretty brutal.
Sidenotes:
- 64 unit boxes are bad mmkay?
- Squeaky doors should ideally only be used once in a map to stop repetition and maintain area identity
- 64 unit boxes are really like... really bad
- try something like 52 units
- mix up between hard and soft cover (how much damage gets through cover)
- hard = low penetration damage
- soft = higher penetration damage
- Long B corridor of death needs to be staggered a bit
- maybe push it closer to Ts and further away from CT spawn
- Lighting is generally too dark, I know you said you were more concerned about game play, but you need to be concerned because bad lighting creates bad game play.
- pls no 64 unit boxes.
Thanks for your feedback and advice. I had thought about having the red tunnel come out at the side building just south of the doorway that you've marked in green. That would provide an extra route but the Ts would emerge at an existing choke point (by the squeaky door at the B side building), rather than giving the CTs in the window room too much to think about. Somehow I think that the side route to A is a bit restricted without the extra path, even if it is a minor connecting path that wouldn't offer any sort of strategic advantage. I'm not sure what I can do about the short rotation time highlighted in yellow, except for to block off the door at B altogether, but that would mean that all but one of the routes would lead to A. I'm not sure how I would move the long B corridor closer to Ts and further from CT as it is comprised of the side building and anything I do to that is going to have a knock-on effect on other aspects of the map (such as the timing from T spawn to the squeaky door, which is already a bit short for my liking. That's been one of the difficulties I've had with this map- the way I designed it means that lots of areas are hard to alter without having an affect on other things.