Still working on this! After the 5 vs 5 playtest I got some great feedback, so I've been busy tackling these points (hopefully!).
Long A seemed too difficult and risky to take sometimes due to a number of possible headpeaks for defending CTs and off course the possibility to get shot from both Hut and Window.
All headpeaks that I know of should now be removed (both the ones facing Long A and short A).
I blocked line of sight from the Window to the door.
[Blocked Image: http://i.imgur.com/2JLS8gf.jpg]
The only line of sight to the door from long A (from Hut) is now around this spot, hardly covering the door itself.
[Blocked Image: http://i.imgur.com/iyoeF6O.jpg]
Turned the bottom of this rock piece into a concrete wall to improve readability there.
[Blocked Image: http://i.imgur.com/taXqrSr.jpg]
Another issue was that it was very hard to hold B when the bomb was planted. I tried blocking of these doors like El_Exodus suggested, but I think it had a too big influence in the overall flow in that area.
Instead I've now added this extra room next to bombsite B. It provides a bit of cover for defending Ts (kinda like the little room on Nuke's B bombsite).
[Blocked Image: http://i.imgur.com/LdttVFq.jpg]
[Blocked Image: http://i.imgur.com/yVLQHke.jpg]
That's it for now, I'd be happy to hear any feedback!
Also got some cool extra's to share with those interested ![]()
After the 5 vs 5 playtest, paw was so kind to turn the data from the playtest into a couple of heatmaps! These are the two most interesting ones imo. The first one being movement and kill angles and the second being movement and grenades (flash = green, smoke = purple, HE = red).

