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It's nice and open but but with enough cover and entrances to get around the bombsites without having to fear an awp.
I like the wall at mid that you can wall bang (wall bangs are always fun) and may show some pretty neat tricks once you get a group of friends playing.
Comming up with smokes as I play on a map with dev textures and little to no references in the air around me can be tricky for comming up with different smokes, but I managed to get a pretty good one from T spawn, to the pillar before you enter B on CT side, it blocked the entire path and may become useful. I was also working on a smoke from CT spawn to warehouse doorway on T side.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1357588719
This shed here though, I have a bit of a problem with this, it just seems like it won't be to used, it would be alot better with another entry/exit, but I also understand that it will be used for hiding or lurking. Just waiting it out until you have the chance to catch a player off guard, but for now I still feel like it offers to much of a risk.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1357588719
I didn't spend to much time on the timings for the map but both seemed balanced, to me, just from a first glance I would say the map is CT sided, I can't say that's how it will play out, but this is just my first impression.
Keep going I'll be looking forward to seeing it done, and have a good one!
Thanks for your feedback. There is something wrong with the links for me so I can't really view them. When you say shed im going to assume that you are talking about the one on B site (The site on the picture). You are right, as of right now it's mostly a hiding spot. I have never playtested it with a full 5v5 so I don't know how usefull it could be or if it was going to make the map unbalanced in anyway.
Smokes and other nades will ofcourse be esier to line up when the map has static props and textures to correct your aim after but right now it's just plain Dev textures.