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Also, for some reason your image links are not working for me :/ maybe try uploading them to a different image hosting.
That's kind of impressive in a messed up way that you guessed the correct word haha.
Full compiles take about 4 hours right now, so workshop updates are gonna be a little slow.
I'm really looking forward to how this map turns out!
Looks Great so far! not so sure about the pit though. It looks great but im not sure how competitive it would be, also because the players are restircted by a catwalk on site they have no room to run away from attacking CT's from ramp while trying to plant. The ladder coming out of the pool has gotten me thrown off course because of its location. Could be a hassle for players trying to take cover. Other than that great map so far, these are just changes i would reccomend if you are trying to make it more competitive than it currently is. Also control room is really dark as well as the corners on upper catwalk. Overall great map just brighten B site and remove the pit!
Bomb site B is kind of a interesting experiment right now because although it might be difficult to plant on the catwalk (bare in mind you don't have to plant on the catwalk if you don't want to) it is equally difficult for CTs to defuse the bomb when it is planted there.
Hmmm I thought the hazard stripes around the pool ladder would help people notice it. It's probably just one of those things you need to play around a few times to get used to. But I might be able to add a light or something near it to make it more apparent.
I'm currently doing a full compile and should have an update released within the next 5 hours. All the changes are stuff listed in the map description, as well as improving the nav mesh some more. Particularly so bots will actually use the ladder in the pool instead of just standing in their to die haha.
It just makes for sloppy and crowded gameplay imo. Love the changes you make to A though, not impossible to hold as a CT, not impossible to enter as a T.
I know for a fact I definitely don't want B covered completely with a grate like the original, but I am experimenting with some ideas to make the catwalk less of the focus.
Technically the places in B where people typically plant are extremely similar still, it's just more of a psychological change because it looks so different.
1. get rid of the pool on B, it just seems unnecessary and does not favour competative play
2.get rid of all the sh*t in hut and small things around the map, looks great but i dont think it will play well
3.A site i think needs to resemble more of the current one since at the moment it seems A is even worse for ts to take let alone hold
thats all i could think of in my first run around, hope you continue to improve this map, looks like its future is bright