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TheWhaleMan: Great theme with a lot of emphasis on world building which is nice to see. However, I do believe this map has not considered how 2 CTs are supposed to hold the two parts of the site at once. T side simply has to many options, while CTs will always be exposed. Not to mention the crazy fast timings, the inability for CT to use effective grenade such as smokes, and the lack of a good rotation path for CT makes me questions this maps ability to play well.
Tanooki: Really nice looking map, but there's a lot of angles on the upper part of site. I also think having the two sites (basically) is an odd choice.
JimWood: Potentially too much grunge but all round has a nice look, too much clutter, but lots of work put into the foilage, theme is done well; Way too many angles and hiding spots, I don't mind the thought of two different areas to plant on the same bombsite, but they're too spread out and having them right on top of each other means that sound is useless when trying to figure out which level the bomb has been planted at; water runs under the whole level unnecessarily, no radar, invisible wall at T spawn, ok clipping.
- Wingman map contest results:
Lonelab reached the 26th place among 47 participating maps
Visuals: 3,2 / 5
Gameplay: 1,9 / 5
Polish: 2,6 / 5
Total Score: 7,7 / 15
- Changed Bombsite A1 and A2 trigger shape
- Closed one corridor in Bombsite A1
- Added some plywoods in Bombsite A2 to help identify where the player are
- Subscribed this map in the CS Map Makers Reddit Wingman Map Contest
- Removed HVAC curtain collision
- Removed old glass shards
- Removed shadow from the Sand Ramp vine
- Put "Nodraw" texture in some more places for optimization and FPS
- Adjusted island sand
- Fixed some gaps that used to give advantage to CT team
- Fixed some decals
- Fixed a bug where "Level B" decals appeared as "Level A" decals
- Fixed clip brushes in Bombsite A2
- Fixed some more little bugs