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So let's get to it!
I've had a couple of people noticing this over the course of the map release. Originally the skybox was open over Connector, but due to optimisation affords, I had to close the skybox there. However there are still many ways to smoke of both sites, mainly from 2nd mid, Villa and A-Long.
The playtest showed that the map favours T's in a lot of ways. I'm afraid making the window accessable via skill jump, might tip the balance even further towards T's.
I've had a discussion about this and I decided that I will remove the A-site window that allowed the T's to overlook the A-platform. This will allow CT's to move more freely and put them into a favourable position when playing from platform.
You are actually able to strafe jump from the building to the platform, just give it a try ;). No need for a ladder there!
I'll see what I can do.
I will keep the double doors of Villa if you mean these doors. I noticed A-Long being a little "overpopulated" with objects, so I will probably move / remove some props to make it easier to navigate.
About the pit, well it is a thing that remained from the earlier version of this map and removing it would make A-Long kinda look weird. So I kept it and now it's a good spot to hide from the bomb explosion.
As I stated before the map favours T's already. Although I like experimental changes, I first would like to remove the A-site window and see how that goes. After that I can still make additional changes :).
There you go, countered your wall of text with my own! (Just joking, I like well thought through feedback, it's a lot better than people saying just "nice or good job")