It's a long time since I posted an update. Truth to be told, it was a long time that I did some updates in Hammer as well. But finally I pushed the current version of the map to the workshop as I feel that this version can be playtested again. As the previous list of remarks was still kinda big, I went over several parts of the map and redid them. Some of these changes are:
- I removed the connector from Long A to Upstream and added another one closer to T Spawn. This new connector is still something that I'm doubting about. And I can definetly use some feedback on this.
- Completely changed the path from CT Spawn to bombsite A ('Curl')
- Elongated the lower path on A Long. This way the T's can decide if they pick a long distance or a close quarter fight, as an attempt to make A Long less bland.
- Redid the layout of Mid. People where complaining about a boring mid. I added more height differences so it is not to long side line sniper lane it used to be. Both teams need to come forward and expose themself more if they want info/control over mid. Because I removed the connector from A Long, T's will now have to use mid to use the alternative way to reach bombsite A.
- Removed the 90 degrees corners from 'downstream'
- Lowered the main entryway for T's to enter bombsite B. This way they are less exposed to camping CT's when entering and could potentially setup a smoke or flash from closerby.
I include an updated minimap with some callouts as reference.
Let's hear your thoughts and ideas.