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However, I just made a comparison between the top down view of my map and 1.6 version of Prodigy (because, let's be honest, who cares about the CSS version? It wasn't even a lab high in mountains like the original was) - {LINK REMOVED}http://i.snag.gy/KgZab.jpg and I have tried to keep the resemblance consistent. The original map was not that popular because of heavy blind spots and confusing layout that required too many turns just to rotate between the plants, not mentioning getting to the plants in first place..
Dust and Dust2 don't differ by just 30-40% from each other like my map does as opposed to the original, they're completely different layouts, all they have is the same art style/design and similar assets. If Dust2 was remade with Inferno design you wouldn't call it Dust2 anymore since all it had tied with Dust was just the style.
If you definitely think I took far too much risk (which may be true) in changing the layout, then look at Siege. So many new pathways and vents and yet, it's still called Siege and not Siege2. Not to mention it doesn't have the old crappy visual style as the original did either.
Thank you for input and I'm looking forward for more!
I like the outside parts. Good mapping here
However mind you - the upper exit for terrorists is meant to be like this, when you enter the cliff area (which is on the other side of the map with all the red fencing) entrance, it's all massive since it's the only possible entrance from that side.
So in comparison on the shed/hut side you have 2 entrances which gives T far too easy options and they would never go to the cliff since they only have 1 entrance there. And therefore, due to the easy access to 2 entrances I had to create a chokepoint of smaller than usual upper exit so not all of the T would rush out and CT would have a breathing room to camp near the shed/hut.
I do agree on the A hallway not being wide enough, I'll definitely do something in regards to that.