Quote from jackophantDisplay MoreNice documentation.
I think for development you may have overdone it on the lights. I also think you callouts are misleading. (long A is definitely shorter than "short"). You've created a lot of long angles, and I'm not sure they're going to play how you may think they will. Right now I'm looking at a massively aggressive CT sided map where they spawn so close to bombsites they can push right past them and have very long sight angles to hold with AWPs.
Have you done any work on timing yet? To get an idea of conflict zones, providing you have spawns for both team, type "bot_show_battlefront 1" into console. The orange areas marked on the nav will be where team clash if they were to charge at each other. I say this because you don't have an obvious separation of which side belongs to which team.
Also, regarding the name, someone else post on here a bit before you with the same name:
[Blocked Image: http://i.gyazo.com/717c871da881fae9b47cae34cf6e45f7.png]
I have suggested to both of you to change the name. It's the epitome of "default counter strike map name". Try and find a catchy abstract term that is preferably relevant to your map through theme or setting.
Thanks for the reply, I'll definitely make some changes.
A couple of my friends did a run through from ct spawn and t spawn comparisons, and as you said, you were correct. CT Side was able to hold off near the middle of Hidden. AS well as a clash near the middle of "A long"(i should change this name). To fix this, I was thinking of changing CT Spawn location (below is what i'm thinking of doing) and extending B long back to near tspawn and having another entrance to go to BLong where the Letter T is currently on the overview while having the current entrance for quick access to A site.
Thanks for the show_battlefront console command, this helps a lot with the timing of combat and where i envision most of it will take place.
As well, the callouts were just basic callouts i placed here and there, they're not fixed or anything like that.
I was originally thinking of putting the CT spawn in a room with a hallway connecting the the current ct spawn behind (exact placement would be outside the current map/above the ct spawn call out in the picture, not above as in 3rd story), Maybe ill test it out soon (todays my off day, no work can be completed since I have other plans).
As for the name, thanks for the info, I was trying to think of a name, but i just stuck with a generic for now, i will in the future.
I'll try to do my best updating and hope to fix up all these soon so I can get more criticism/pointers/feedback on other areas.
OH and the lights, I doubled it for now for the purpose of being able to see everything clearly in the photos, im reducing it in the final product