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Posted (edited)

I really liked both maps. My 2 cents:

 

STUPA: doors in mid create a sightline that finds Ts going up a ramp. Shoting from there feels awkward to me and makes smoke almost imprescindible making it more predictable (despite fakes). I'd flip doors or change the small ramp so peeking window is more even.

 

Mid to B opens a rear path that makes it impossible for 2 CTs to cover the whole bombsite (3 open entrances). If the one on platform retreats he cannot see bombsite. That doesn't happen in A. The CTs sight line from the ramp prior to back mid-B exit should be reworked so it is possible to see the bombsite or modify the B-Mid route. Maybe closing mid-B route or changing its exit closer to bombspot so 2 cts can hold a bit. Removing some crates on bombspot might help.

 

TIVOLI: I'd close windows path for Ts and open it for CTs. Cts cannot be confident if they have that many spots to watch from. The window's bomsite needs better placement of crates below on bombspot for CTs so they have an advantage over Ts coming from below.

Edited by Deh0lise
Posted

I really liked this part of A. Great and interesting use of verticality for a bombsite imo. Can't really give much feedback on the rest of the map since we only played a few rounds and the radar was missing (radar is badly needed for playtests).

But there's definately some potential here!

 

29BEsm5.jpg

 

 

Posted

Playtest Schedule

 

Playtest 02.10.14

  • [OPEN] <-- I can haz dis slot plz?
  • [OPEN]

 

I've made a whole host of changes from Sunday, and if they are well received, I shall begin the uphill struggle that is detailing! woo! progress!!!! :D :D :D 

Posted

Hey, we can playtest your map today, if you're up for it, or else we'll playtest it on this sunday since thursday is already fully booked.

 

 

Today is ok for me, so what's it.. 1,5 hours from now ?

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