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We played for a few hours 5v5. The map favors the awp team way too much.
Add padded swamp landing behind the building too. (It's impossible not to take damage after getting launched from the boosters unless you manage to make it onto the ladder)
-The roof needs to be bulletproof. (way too easy to wallbang making the roof a useless entry point)
-Put 2 flashbangs, an HE, and 2 smoke grenades behind the building or start the falling team with them so skeeters aren't at such a disadvantage. Would make entry strats more way fun and do-able!
-Add an additional 1 second delay to the jail bars retracting after the skeeters have launched to balance the sides a bit.
Hope this helps!
Meanwhile you can try this -> Start the map with bots (bot_quota 4) and then mp_restartgame 1. CT and T will spawn in different locations. Let your friend connect to the server and kick the bots. The bots have to connect at the same time as you do. Or your friend has to join the server at the same time as you do.
We tried it yesterday and both T and CT were spawning on same place (in the cages) and/or in eatchother. Even the other team wasn't getting any awps, few times we didn't even have knife.
I've found that changing sv_airaccelerate to 15 (default: 12) I can consistently nail the spawn->launch->roof combo. The ground launchers remain unaffected by this change (still need more height; and speed for the 2nd row launchers)
I've also noticed that landing in the well in front of the base will also kill you since there is no water in the tunnels. Not sure if this was supposed to be departure from the original but I thought I would mention it.
Thanks again for creating this awesome remake.
Perhaps your video addressed this but I did not understand so if it did, sorry about bothering you.
Thank you for the remake