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The outskirts of the map could need some "random" cover since it's almost impossible to save a weapon on this map when any possible hiding spot is accessable from two angles. At the moment, your best bet at saving for a round is either A-site or T-spawn. Any other spots are complete gambles.
The area between A and T-spawn really could need some work. It's a pretty useless and forgetable place at the moment.
I really loved the smoothness of the map thought. Good job on that part.
-Many areas to defend from, similar to A on cache
-One entrance for Ts, unless they push up mid and smoke off CT spawn
+Add another entrance to A site to make T rotations faster
+Extend the area outwards to make it less cramped and to make longer-range weapons more practical
+ http://imgur.com/gallery/5yDxcD8/new The green line is the proposed short-a and the blue line shows the extension of A
Overall:
-The abundance of headglitching spots irks me, and could give CTs a huge advantage in lower skill groups
-In its current state, slow takes and fakes are impractical. Faking B would be a legitimate tactic if it didn't take so much time to go from B to A without going through mid. It takes a lot less time for CTs to rotate than for Ts to rotate.
I love this map's setting, and I hope to see this map get better. I wish you luck in this and your future endeavors.