Change log 22/08/2020
A lot of changes were made but i didnt agree with 2 of them, but i will explain that at the end, lets start with the changes
1. Fixed some lightness issues
https://prnt.sc/u3ve3u https://prnt.sc/u3vkpi (ignore the rifle) also i already worked with the shadowmap size to fix the shadows, i hope the map looks better now
2. Now walljump on this area is so easy to do
https://prnt.sc/u3ve8x3. Changed the design of the CS base so the stripes walls dont look over used around all the map
https://prnt.sc/u3vehq4. i dont know what was wrong with the gap between the lockers, but anyways lockers were removed
5. Button centered
https://prnt.sc/u3vepq also made the elevator a bit faster, just a bit, i want it slow because i tested how does it works as a fast elevator and to be honest, when its slower, less abusable
6. Changed a bit this area
https://prnt.sc/u3vet7 (also added lights after i took the screenshot), i didnt make the trash bin decoration "solid" because i would have to rework the whole area to make it playable, also i dont understand at all how does this works, on my last approval request i tried to use just 1 decoration as wall and the approval team said it looked confusing for players even with the blue edges there, but now you're telling me to make it solid (if thats what you mean with making solid), i really dont know how does this works, but i dont think is a good idea making the trash bins solid, coverage its made already and it works fine, i playtested this map a lot before posting this, i took care about long sight issues and theres nothing to do with coverage, everything works fine
7.
https://prnt.sc/u3vexd changed this whole area so now it doesnt look that small, also i decided to keep this door as manual, as i said i playtested this map so much before and that area is not campeable, both sides have good coverage and stops the smooth gameplay there and makes the player THINK about the next movement there, thats the idea of the map, a different gameplay than others, this map is not supposed to be a rusheable map at all, but yeah youre able to do it, but specifically on this area is where the gameplay changes a bit and making it automatic will just ruin the experience there
about the aesthetic design, well i dont really see the problem with it? its my own design and as i explained in our dms, i didnt want to make it look like your map, and you told me it was more because of my last approved map "station" because they have a "similar" aesthetic design, well, station on both sides have little sewers which where inspired on this map while they were made, because this map was made already (it was different than now obv) and thats why i made the limits of the map like that, also, if it was something of aesthetic design to critize my map, why there are a lot of similar maps on approved? for example the design of dm0, sector, stryde arena, stryde sniper(all the sniper series actually) have the SAME aesthetic design, the same design, so i really dont understand whats wrong with following my own design i made, even if they look similar in esthetical terms they AREN'T the same, just play a bit u will notice, also the thing about the design wasn't on the approval requeriments or rules, whatever i read all that and i never saw something like that besides being "original", and its my own desing, original and not even copied station aesthetics because i used a different color combination so as i said before i dont understand and even if that was the case there are a lot of approved maps that have the same aesthetic design so dunno whats the problem or why the chances of approval are lower/higher depending of the aesthetical design, well thats all i hope no one gets offended with what i said, thats not the purpose