So, the last layout change to DE_SUBZERO: a boost and trick jump into Hut Glass. Hoping to ship it ASAP.
Previously, attacks on B could become stagnant and repetitive, because Terrorists only had one very long route into the B site. This detracted from the map in a few ways:
Problem 1) Sub-Zero's Hut too closely mirrored Cache's B "Sunroom" (at least on radar), as another non-movement, utility area.
Problem 2) Terrorists were forced to use smoke grenades on the long angle into the site -- no matter their economy -- because of CT advantage at long-ranges (USP, Awp, etc). If Terrorists threw that smoke, CTs had a clearly telegraphed signal about likely hits to the B site.
Problem 3) Hut Glass, a unique feature of the map, was underutilized. Instead, most of the action centered around the long angle before Terrorists enter Hut.
Problem 4) Hut Door was underitilzed, because Hut Window was much closer to the action.
Problem 5) Players would often bounce nades back at themselves while trying to throw grenades through Hut Glass.
Now, Terrorist attack options have been further opened up, making their tactics very difficult for CTs to predict:
Benefit 1) The Terrorist "line of scrimmage" connects to every part of the CT "line of scrimmage", meaning that the entire length of Sub-Zero offers interesting, interconnected, useable space.
Benefit 2) Terrorists can now attack B at any stage of a round: by breaking Hut Glass early in a round to deny CTs a sound queu later on, by boosting through Glass right away, by sending a lurker to trick-jump into Glass in order to confuse the defense; or by focusing on the traditional long angle or mid rushes with far less pressure.
The bottom line: CTs can no longer assume that Hut is safe territory, they must account for Hut Glass aggression.
Benefit 3) Hut will see much more action. Combined with the changes over at the A site, this means Terrorists have 6! different movement options across the map. These movement options contain a great deal of variety: boosting through Hut Glass, battling for control of B main, peeking mid from above or below, dropping down vents into connector or into the A site, pushing A main past the pillars at Radio, or dropping down A pit.
(To compensate, Sub-Zero also encourages unprecendented CT aggression, thanks to favorable CT timings on B, boosts at A vent and pit, a lot of cover at A long Radio, and a fair gunfight at Mid.)
Benefit 4) Hut Door will see increased action. Now far easier to reach, Terrorists are encouraged to use Door for info gathering, crossing into site, or simply to dance around in Hut.
Benefit 5) Throwing grenades into Hut is now simple and meaningfully strategic.
With this change, and the changes at A, I'm now satisfied that Sub-Zero is a true "original." Beyond its unique theme and custom assets, beyond the signature Arctic Avenger player models, Sub-Zero features a number of brand new angles and gameplay quirks. From its interesting bombsites, verticality and elevation changes, consequential boosts, 2 one-way committal spots, and multiple trick jumps... there's quite a lot of "new" and "weird" packed into an easy to learn, competitive Counter-Strike package. And, unlike most Counter-Strike maps, mid-control is now an entirely _optional_ part of Terrorist strategy.