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The map itself is not so compact as it should be.
it feels more spread out with many of going paths and long distances
And mid seems very far from both bomb sites
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1206586739
We have already encounter that problem in the Testing and searching for a Fix
Looks like that 2 Map Collisions are in between eachother and so it creates that bug
[Opinions]
Map --------------------
-(If possible) Smooth out some armrails on stairs etc, to help make the map seem natural instead of rigid
-Before entering window, you can see through the map looking in between the wall and the corrugated iron
Clips ----------------------------
-There is also a weird clip when going into aps on ct side and exiting out window
-There is also a werid clip when spawning as t and going through right far side, in the corner you suddenly stop, recommend smoothing it out
-In t spawn, there is a clip that could be fixed (Boarded barricades)
CT/T --------------
-In the window tutorial, at the end of the video when peeking around corner, in that corner, i believe a window could be added to help favour ct
-Make the metal walls more penetratable to help favour t side and to help ct think more when choosing to camp that position [Cause to me, it seems like a pretty op spot as nading or pushing the spot seems to be the most likely option to clear this sector]
- Place cover in long narrow areas [to help favor t side more because ct has full control because of the open area, t side will be shredded]
Sites -------------
-The sites seem a bit too open, cover may be needed to help those on offense or defense.
-The window in a (bricked up) could be used for a powerful position (mainly awp) to watch certain areas, by thinning the volume of the boarded wall/scaffolds.
Lighting/Effects -----------------
-Lighting could be adjusted [in my opinion, its too bright, some areas could be darker.]
-Some particles could be added to a more natural feel to the map
The map is great and all but to me, it seems too linear and predictable (if you know what i mean?). Cuts and corners could be added, more windows to ensure site control, enforce offense or defence.
But then again, the choice is up to you, arguing back and forth seems like another way to help improve the map if the stated points seem a little vague
btw, you may consider adding callouts :-)
1. the bots will be stuck at the Window between the Mid and the Secret;
2. In the spectate overview (de_tangerine_b2_17_radar_spectate.dds), the routes of the Construction, the Stairs (between the Secret and the Dumpster), and the LongA are too dark to read.