@Roald I overlooked the sound aspect so im sure you have a point there, but I definitely took predictability seriously when designing that map, that's a universal value when designing any competitive multiplayer space, not just cs.
I think the real problem is that you don't know where to expect players (yet) and because of that lack of knowledge you assume they could be anywhere. Also, players have complete control over which lines of sight they expose themselves to, you should be able to isolate encounters and move through the map checking one spot after another like you would any other map.
If you could give specific examples i would happy to explain where you misunderstood, or where you may be right.