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I just uploaded an update of the map with some of the modification you gave.
Let me know how it goes :)
Spoilers for map...
The only things to say.
Once you enter the big room with the pillars... The terries in there must have their alert level high because they leave cover to push. Which is nice for the play as it means they can save nads but these no need to nad behind the pillars. Recommend changing one or two terries to not push and hunker down. Also maybe adding a foreign adviser behind the top left pillar.
After exiting the building multiple terries run out from behind the car bottom middle but because two both have sub guns they end up shooting through each other. Its a weird DK2 thing, Recommend switching one to have a long gun. Lost first run to them and Clean run on second attempt.
All in all a great map.