After the play test I have been working on the update for gameplay and visuals, I knew that the layout had the potential to feel a touch too big so I left it in grey box.
Well there was still far too many things I had to trim down in various places to then reduce the overall width of the whole layout a bit - luckily this didn't break anything.
My attempts at simplifying mid have made it significantly more complicated, there are less places to check with the pillars but the wall is thin, can be boosted over from either side but can only be climbed over from the water side.
CT side of mid feels safer and less open, but reduced visibility means Ts are more likely to attempt to rush it.
Considering removing the connector from mid to B, it only creates trouble, CTs can use it to assist mid defence if they see a majority of enemy players on the radar.
Issue is people see it as the quickest way to A, then have to fear pillars, the thin wall reduces this head ache but I still think it's a big gamble to try to push through mid to get to A.
I think I am happy with the solution but it might feel like there are too many potential options but most of which require more teamwork, so I think I am happy enough with this for now.
Adjusted some textures, model work and prop positions.
Tweaked T spawn to make is slightly wider and slightly closer to A site.
Think I have generally weakened the awp by buffing other play styles, but to know if that is how it actually plays I'll have to run another playtest, so logically I need to get a few days work done on the map for its visuals and play test it as I go then run another play test when changes will feel significant enough to the players without feeling like a new map as generally everyone likedthe map just a couple people did not get on with mid, I think the wide ct opening made it difficult for new/disorganised players to put smokes to use so I am testing filling the middle of the pillars at the moment.
If anyone has any feedback do not hesitate to contact me