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8 hours ago, WAve said:

How does the water around T-Spawn work? From the radar, I'm guessing we can walk through it.

You can walk (not running) on water. 
You can not make a noise (at step).

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I really love the map, when i was running around on it i really didnt like that your not able to run in the water. It is an good idea but there is quite a big part of the map that you are not able to run at, just walk. I feel that it forces players to go certain ways to avoid being slow. For example around the b site (which i really think you should be able to move freely), if you are tight of time you are forced to a certain path. Or in t-spawn, the left path is instant walk. (maybe make the water a bit deeper in t-spawn so you will walk but around the b-site you are able to move freely)

I need to play competetive on it to see if it feels better i think :)  And i do understand that in the way it forces you to walk have alot impact on the timeings on the map aswell

Other than that i love the map. 

Edited by judas
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On 1/29/2020 at 4:56 PM, judas said:

I really love the map, when i was running around on it i really didnt like that your not able to run in the water. It is an good idea but there is quite a big part of the map that you are not able to run at, just walk. I feel that it forces players to go certain ways to avoid being slow. For example around the b site (which i really think you should be able to move freely), if you are tight of time you are forced to a certain path. Or in t-spawn, the left path is instant walk. (maybe make the water a bit deeper in t-spawn so you will walk but around the b-site you are able to move freely)

I need to play competetive on it to see if it feels better i think :)  And i do understand that in the way it forces you to walk have alot impact on the timeings on the map aswell

Other than that i love the map. 

Thanks for the feedback!
The reason why a player goes slow where there is "slime" is because to avoid players not choosing to always use shortcuts or to run around in the slime more than necessary.
You have a choice to choose it on certain rounds which can be crucial as it opens up new angles to a bombsite eg.
The map is designed so even if you choose to go to the middle in slime as a terrorist after spawn you still have great timing against CT in the middle but you always have a choice to avoid water and slime completely.
It is a new unique way to get a player to make decisions and a good way to "limit" one such open map in a smooth way.

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Gret map overall, and it will be interesting to see what players think of the slime feature. I found some issues.

This mesh gets in the way of seeing players. It is in a lot of places, and whilst it looks great and adds to the theme, I think it will annoy a lot of players.

de_swamp0000.jpg.b257390b769e50156fcc8385d43757d9.jpg

It can be quite hard to clearly see players here, especially up against blood stained walls.de_swamp0002.jpg.c5485eb3b896815948825ac7437d575a.jpg

This path here I think could be better defined. I only found it after 20 rounds or so, and that was by accidentally pushing up against the ladder.

de_swamp0003.jpg.70b3ee94e816cb8878a433a2cf3d9120.jpg

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