De_ruins
Like de_print, I think there's slightly too many paths, nooks and crannies. At times it's hard to get a good overview. You should take a good hard look at every route and ask yourself what each route is supposed to provide for the map's gameplay, what the benefits/drawbacks of taking that route etc. CS Layouts are supposed to be relatively simple and no corridor or route should ever be redundant. For example, there are two underpass routes from mid to the B-bombsite. Let me know when you have a moment on Steam or e-mail me the vmf and I'll give you a few suggested changes if you want me to.
Also, as I mentioned in-game, the lighting and detailing is very noisy and very hard to read. I think you'll have to sacrifice the visuals a bit to make the environments playable and readable.
In any case, the general layout is very promising and could really stand out with some polish! ![]()
De_print
As I hinted at above, I think the map has slightly too many routes and flanking opportunities, especially in the middle of the map. When I was playing CT I didn't feel like the T had to make a solid and strengthy push to move in on the bombsites, they just "leaked in" through the many possible access-points. The flow of the layout could definitely use some tweaks!
I liked the visual style of the map. It looked nice but was very helpful of the gameplay and there weren't any areas that were too noisy. I liked the outside "long" but it could perhaps be made slightly more narrow? It's veeery wide atm! All in all, it was an interesting layout and I enjoyed playing it.