Copy pasted from the mapping questions thread because it’s being ignored and probably to be buried. I guess it might not even really fall within the bounds of that thread, whatever
I’ve been working on a CS:GO map and the layout is almost perfected - playtests are great and people enjoy the map. The biggest balance issue that I’ve been putting off is that mid, however, is too damn short. This picture is the WIP restructuring of the map - I’ve removed most of the features of mid and finished the bombsites - but I still have no idea what to do at all for mid. How can I extend it without messing up the great balance between sites? I was thinking artificial lengthening, like using heavy verticality or obstacles (eg. cars) to make it take longer to traverse, but I dunno…
Keep in mind that any ridiculous shit (eg. the lack of stuff on mid, holes in geometry) are because I’m trying to figure out what I should do NOW while I finish the easy work. I had to move the bottom site (A, which is underground) because the Ts got to it too quickly, which is why it looks hella weird next to T spawn with nothing there, that’s the route to A which I’m reforming. before I stretched it out to make the walk longer, but a T could still easily bumrush it thanks to a connector to mid - this will alleviate that problem.
TL;DR How can I make mid longer on this map without fucking up the rest of the map?
(I know it’s got a box skybox and no nodraw but it’s literally brushes, dev textures, and a handful of props and runs fine for playtests - I can’t stand unoptimized shit and it will be fixed as soon as the map is nailed down layoutwise)
[editline]9th July 2014[/editline]
More recent overview of the map - really, it’s ready to go aside from mid.