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Posted

If you use nodraw on the tops of areas people can't get to, it also helps in showing a better overview especially for interior routes.

There look to be a lot of long corridors which are very sniper friendly and not much else. There is also a distinct lack of cover which makes everything very open.

Posted

Again, use nodraw on the textures ontop of areas that players can't see anyway, it helps us the see the overview more clearly and it's good practice on easy optimization.

One small thing about the A-site. If you're supposed to plant in the slope the bomb will always look like its' hovering in the air, doe to the CS Go bomb always being planted flat on the ground. Not a major bug, but I think working within the game's limitations from the start is a good thing.

T-spawn (left on overview, right?) looks lazy to be honest. They just run around a building to arrive at the same entrance? I'd rather see a split in T-spawn so that T's immidiatly has too make a decision on where to go.

I know this is early in the development cycle, but try to develop a theme as well when building. No major detailing, but some blocks that actually looks like buildings would be nice. is this supposed to be a bakery? This bakery must be huge! :D 

And last but not least, use boxes! I know it will make your map look like a warehouse-looking area, but they are easy to replace and gives the map some cover from day 1. The map looks very empty at this point.

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