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- Overall:
- I know this is not an official version, so every thing I say here is just a constructive critic.
- The map in this current form is unpolished and a wide. There are some unused areas, like the Tspawn, the top of CTspawn, the area behind the bombsite B. These could be repurposed easily, making fall back / cover and turning areas. Adding purpose to the areas would make a more interesting experience while matching to the background story behind the map. Like the truck dock: What materials are they transporting? Where are they going with it? Is this a facility? There are rooms to people to work? Terrorist already entered the building?
- Some places are dark and others are really bright.
- The poles at Tspawn are occupying weird spots.
- SITE A
- CTs time to rush to the site: 10 seconds
- Ts time to rush to the site: 10 seconds
- A rush to the site could be easily stopped by a incendiary. I suggest small crates to climb to the top ones, so players can resist a little more if they decide to continue to take the site. The top of the fork lift is a fine spot if you want to peak the blue container, aiming the entrance, or stand on top of the white box to get some unaware enemies.
- Entering the site using smokes is essential once the CTs reach as the same time as the Ts. Smokes thrown at the wall while standing the blue container and the wood crate fall exactly at the spot the players are aiming at; the thing is: you don't have the option of jumping from the top of a box or something... you need to run or jump the entrance to avoid shots.
- You could also take the site from the upstairs and smokes or flashes will be needed to you to hide from the enemy on top of the radioactive barrels. If you don't have any of these, too bad, the sniper will get you peeking or jumping the corner. Adding a narrow object to final stairs will make two spots for a sniper to aim, making it more interesting.
- There are plenty of places to guard the area with some very interesting ones, like: The top of the big white containers behind the windows, or the small one, watching the bombsite and the violet valves corridor. Those are very OP spots, and players will surely need to block the vision from these. Peaking the top of the big crate is also a good spot for pick some incoming enemies and a player behind the tall wood crates to the wall owning a auto-sniper or a Negev will purge the enemies at the entrance.
- From outside, there are no entrances but the windows, which can be really frustrating to enter while in a defuse rush; I can feel the votekicks. I think the squeaky in the walkway could open access to the site too. Also, if you want to jump to the walkway, some seconds will be lost while trying. This can be avoided by connecting the walkway to the blocked upstairs leading to the roof.
- Reaching A by the valve corridor lift is a good choice if you want to get enemies from behind in the site, although if a enemy is waiting you there inside the storage room or on the corridor itself with a awp or a p90, there's no way to fall back. Basically you're screwed. Nades are also useful here, so that you can use to block the view of the enemy at the storage room or burn them. Unfortunately, the door placement at the entrance make you unable to throw grenades at the site unless you just aim at it.
- Bots can get stuck on the top of the A sign.
- SITE B:
- CTs time to rush to the site: 10 seconds
- Ts time to rush to the site: 15 seconds (Oh boy...)
- Since CTs reach B site before the Ts, the hazardous waste room (idk) turn into a arena for the rushes: Grenades can be thrown up the top of the white box getting the incoming players. Incendiaries in this situation can just stop the rush from downstairs or players coming from B site. You can get on the side of the white box with the help of teammates or by jumping on the middle crate and guard downstairs corner or aim at the bomb crate directly at site B, a spot that enemies might be waiting for you. Really cool spot. I also suggest a second entrance to the waste room, since downstairs is the only one and some cover at the entrance to the B from it. Moving the double squeaky doors to the wooden one would be a good option since there are just one narrow entrance for B site with no cover or chance for nades.
- Entering the site from the reception door is very challenging since players, specially CTs, can pick players running for the vent. Grenades usage here is very important and but really easy too: two smokes can block the vision from the white containers completely, leaving the vent free. One smoke at the glass door, aiming at the crate sign and other slow smoke aiming for the plant pot for the corridor. Lemon squeeze.
- In my view the vent is awkwardly placed and would look better as a tunnel open for repairing :) . Incoming players are troubled by the ladder inside the vent making them a easy target. Also, the lamps inside prevent the flow of the group while inside it, so a incendiary will wreck an entire team at once (lol). Oh, and you can't just run back for the vents because there are no slope. A object could be added for cover after leaving it since players leaving it would get attention for the sound from the lid. A really cool idea for vents is to make a opening in the opposite side of the stair slope, coming from the top of the bomb crate, which is a empty room right now.
- A cool trick that i noticed, if a enemy below you hear you in the vent or get intel by other player, he/she can just awp through you inside it.
- Inside the site, there are no strong spots for hide other than the boxes, making the this a hard area to control. A player behind the white container can watch the waste room and the fork lift downstairs. The top of the radioactive barrels is useful to watch the fork lift entrance and also the squeaky doors, but this leaves the player at a very vulnerable spot.
- Getting on top of the white lamp and then on top of the elevator control. With teammates you easily can get on the red crate.
- Bomb can easily get stuck behind the red box on the elevator entering downstairs B.
- Really cool map! I'd love to see the updates :)
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