Sup.
After mapcore public playtest I managed to perform competitive one with friends and boy T side was awful. Basically Ts have only 3 points of attack, two of which are tight chokes (B especially) covered with double smokes, cause there is only one T main entrance on each bombsite. CT had total middle control because of this - you can play only one CT per site, so Ts had to peek in 3 CTs in middle. Even Ts rushes with entry frags and plant was useless, because of CTs middle control and fast rotation through it. A -> Mid connector was overpowered for CTs awp - hold middle turn left and catch Ts running through main to site and vice versa. Absence of close ranges caused CTs awp/autosniper hell. Add here absence of safe plant on A and you get 3 won rounds for attack, feels worse than old nuke attack ![]()
So, big changes I made, based on mapcore and 5v5 playtests:
Spoiler B site: new one-way (possible to boost) passage for Ts, slight expansion and clearing of T main, arch wall (next to white box) become thicker, so it can be used for cover from another angle, also arch itself become higher to remove weird sightlines.
[Blocked Image: https://i.imgur.com/C0z1FSr.jpg]
Middle: new entrance for Ts, moved old entrance to left so CTs can hold one angle and not being exposed to another, expanded platform further to remove CTs camp/headpick position next to B connector. Also added small window on T side of a middle to simplify smokes (cant be seen from screenshot angle)
[Blocked Image: https://i.imgur.com/Y971iQb.jpg]
A site: central structure to break long sightlines, some new covers for Ts retake defense, safe plant position.
[Blocked Image: https://i.imgur.com/XgYP1pw.jpg]
Ts connector: as mentioned earlier - new middle entrance, added wall between connector itself and stairs to middle to remove weird angles and add safe position to hold mid push.
[Blocked Image: https://i.imgur.com/Fp5Fjxv.jpg]
New overview:
[Blocked Image: https://i.imgur.com/7d3q6Be.png]
Big thanks to @Andre Valera for bunch of feedback.