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This is just my opinion though and I think with actual playtesting this can be proven wrong or other slight problems can be highlighted (if there are any slight problems)
Yeah I guess thats true, no use denying it for me. I had more places to attack earier and sticked with those 3-4, because once u get a plant as a T its realy hard to retake for CTs (there are realy good plants). And as a comparison, Shorttrain has 3, Inferno has 3 (if u dont count long and short as one), and Rialto has 4, and Lake has even more places to attack the side.
But just to ask for testing it out, what place would u close/remove fist then?
Now about the CT ramp:
Its possible to hide your head behind the vines, so I thought that this was enough cover, but I'll look into it. And you can crouchjump on the fence next to the van then u can jump from van to balcony and from there with a not-so-hard crouchjump to the roof on the right side of ct ramp, so I wasnt sure if too much cover would make it too easy for CTs to just hold ramp and roof. But I only did playtesting with one other person so a real 2v2 may look different. Also the Ts have a harder jump from the hay-filled thing to the round wood thing to get a good position with sniper rifles.
Maybe make the CT ramp entrance less exposed, for example you could make a balcony with cover at the end.
Maybe block off some of the areas from each other, walking around feels like everywhere is connected.
Also there are 3-4 places where T's could attack from, if you look at actual wingman maps like Inferno, Cobblestone and Overpass, there are 2 main entrances from which T's can attack from.
You may not want to follow that basic layout and I could be wrong and the 3-4 entrances could work very well, though it would need actual players to test that rather than a few just playing with bots.