Hey man! Thanks so much for taking the time to check out the map and type out a detailed, helpful critique. I really appreciate it. Apologies for the slow response.
I agree with a lot of your points and I'll definitely take them on board as I keep iterating. You're right about Bombsite A, I think. Back to the drawing board with that one.
I had a few questions though, especially with your 'Impractical Geometry' critiques. Definitely agree with your point about lots of long narrow corridors, but I was wondering what exactly you mean by:
Is this mainly referring to bombsite A, or is it an overall issue with the way height variation and props are used in the map? Generally, I've tried to use those elements to block OP sightlines and to add variations to the layout. (For instance, I felt like the pillars in mid and long route through the construction area to A were working for these purposes.) Is it possible you could give some examples of where you had issues with this stuff?
The other question I had was with this section:
In terms of contact points, these have been playtested to a standard that I thought was working ok, but I understand your point. I want to make sure I'm interpreting your response correctly- Are you recommending scrapping the design of 'a few snaking corridors leading to each bombsite' (eg. Ancient, Vertigo) in favour of 'a few medium-large sized areas leading to each bombsite with a small amount of snaking corridors providing flank routes' (eg. Dust2 LongA and Mid, Mirage Mid)?
Cheers again for your in-depth feedback, it's very helpful, and no problem if you don't have time to boot the map up again to give specific examples of the stuff I mentioned.
Jo