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- Overall too many long angles
- A-
- not too bad
- long peeking angles and close corridors\"quite good"
- retakes felt alright
- cover worked well
- Compress a lot of the A area- doesn't need to be there- you can make angles much shorter
- corrider at A is very long
- B-
- entrance is very weak
- crazy verticality and high angles
- corridor to B entrance needs rework because it's open to slim area
- too many places can see the entire site
- fence spot "feels bad"
- entering "feels bad"
- Upper CT is too good of an angles- lets you overlook the entire bombsite
- get rid of most of the dead space in the back of B-entrance- cut everything that isn't purposeful
- upper feels very awkward because of how many areas you're exposed to
- window shouldn't be split, you can removed fence for clarity
- there's too many height variations and ways to good
- redesign the B chokepoint as it's hard to T's to get out
- get rid of connector to window sightline
- big sightline between B entrance and CT
- Box on sight gives two spots for CTs to use against B players
- very overwhelming
- separate the areas from each other
- Mid -
- "not fun"
- massive power grab of smokes and pushing
- wooden ramp gives cheeky angles
- lots of angles for CTs and Ts
- hard for CTs to get B connector
- you can push through mid easily and get behind everyone
- narrow mid
- add height variation
- tree looks like a player
- T's have lots of area but no real cover
- Peeking exposes you to several angles as a Ts
- Ramp spot sucks since it exposes you and they know where you are each time
- Skybox is too cloudy for suck a sunny day :p
- night skybox doesn't make senseOverall too many long angles
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