Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
also love that you've done similar layout to edin with central b and ct spawn a, I actually played the hell out of edin when it got added in officially and am big fan of this layout structure :)
Going B main from T spawn doesn't seem to be viable as CT's beat timing to the balcony area and it doesn't give you much of an advantage to take B site when you have control of that area. The two different staircases into B site seem unnecessary, I think one would do.
A main seems good; good timing, good design. I think an AWP on CT would be really powerful, maybe too powerful. Maybe make the big box a little smaller and add an easier way for the T's to flash the awper.
The other thing is that I think the only other way to go B is to go through A main. The hallway leading to B site from A main seems weird too. You'd have to clear the vent angle and both staircases so I think it would just be really hard to take.
Mid seems useless too. A site is a straight shot but the only way to B site is through the vent or a lengthy rotate through the balcony area. I think it'd play better if the upper section coming from either spawn and the lower section coming from A main to B site were combined.
I think the nightclub (T spawn) is way too far away. If it were moved closer and CT spawn was adjusted toward A main, timings might be a little better.