Quote from 3Dnj[Blocked Image: http://www.minerality.fr/images/maps/cs…06-03_00001.jpg]
Id definitely wager to say you will definitely have people complaining about the number of paths to your bombsites. Look at dust 2 as a comparison:
[Blocked Image: http://i.imgur.com/2EK36eP.jpg]
Lets say its one of those rounds there the entire CT team goes to one bombsite and Ts manage to plant really early on. Ts then have to defend the bombsite with zero knowledge of what entrance to the bombsite the CTs will take. In Dust2, one person can cover two entrances to either bombsite without any help, leaving the rest of the team to cover the one remaining entrance or help you out. Each bombsite has an area where the player can hide from all entrances but one (the top right and top left nooks on the image I posted). Now think of this situation in your map. No matter the positioning, it looks as if the player has almost no chance of defending due to the number of entrances to each bombsite. Ruins could definitely use with some path removal.
Another thing that might be frustrating is your overview map is confusing near B/mid near B. From looking at just the overview, I have not a clue which path goes over/under what or anything. While IMMEDIATE understanding of the layout map is not a requirement, it definitely says something about the simplicity of your paths.
That being said, I look forward to testing it and hope my critique here is proven wrong ![]()
EDIT: Also for the record, I definitely mentioned there were too many paths during the last play test, but Im not sure if you were there. Its better to make posts like this anyways.