Quote from Vaya
It does, thanks for taking the time to put that together.
- I will rework the "A mid" connector. That really has been a sticky area of with regards to design. I want to keep the opening to the "A Pipes" from Mid to allow players to rotate thru the lab and get to the bombsite should they want to. But currently the way the route kicks both players out right from the split and a mid does feel a bit awkward. I'll work on connecting the "Split" to "A Mid" connector. My biggest concern with that is having 2 parallel alleys right next to eachother.
- With regards to removing corridor... I'm extremely hesitant to do so tbh. I put that route there to allow players to rotate safely from B and Mid if T's get choked up at the Snake. without it they would have to rotate back through spawn for and strongly dislike the idea of that. Is there something else that could make that area play better without removing it perhaps? I personally like the cover and sight-lines of the corridor but am happy to give it more attention. Removing it entirely though is probably something I'm not prepared to do.
- The un-needed space is barren for sure, but I suspect once I've been able to get details and spend time on visuals it will fill out that area, but nonetheless I will try and trim the fat and make it a bit more streamlined.
- The stair route from T spawn should be easy to expand.
Again, thx for the feedback. I will try to post an update by the end of the week once I've had proper time to analyze all the playtest data from the past weekend.