It seemed like a fun map! Shame it wasn't the version you thought it was. I have a couple of things to say:
- As great fun as throwing myself at the hurt triggers was, I would probably lower the damage to avoid the excessive ragdolling (maybe mimic HL2 where you lose health fairly rapidly while submerged?)
- Lower the trigger to water level and extend it as far backwards as necessary so people are unable to get behind it
- Some of the paths meander more than necessary, and other times have long sight lines
- Remove the "apartments" interior mid path
- Make B walls thicker and add wall bangable wooden planks at certain points (or something... like connector/stairs on mirage)
- Remove/change B camp spot in corner behind wall and add general site cover
- expand the size of the X on B to and position it in the middle of the site (right now it feels like you have to plant in the corner)
I don't think the number of paths you have is a problem, it's more the way that they all connect. I found that I always had a million places to check, especially on rotation to bomb plant.
I do really suggest looking at some architecture as well as it helps the map feel more grounded and real. It might seem like a nitpick but it definitely helps. Focus on gameplay for now, but please bear it in mind! ![]()
I definitely see some potential in it, I had great fun, like Niller, B was very intriguing!