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The main reason I put the extract zone for the HVT in the deepest corner of the map is so that way the player has to explore the whole map and fight their way out regardless of where they find him.
To make things better Ill figure out a better way for the evac zone to look and feel more like an exit or put the evac zone by the humve in the front.
My goal was to make it have that CQB puzzle effect while trying to make it feel like a compound. I want players to really have to think when moving through out the map instead of just running in.
Thank you very much for the feedback, Im super happy you had fun playing this map.
I have more maps being created plus further edits to this map coming soon! :)