responsezzzzzzzzzzz
ok,
it is way crazy, i'll admit it a third time.
i didn't know all paths had to lead to a point on one end, prestige, so i'll do some of that
most of the crates aren't random, they're added to prevent sightlines and add short-range cover, psy
yyler, maybe one day i'll make an arena map like a good nub and work from there, vastly improving design
wankhouse: it's funny you should mention that; the answer is yes.
and finally, grossfuerst: i was a dumbtard and released before adding enough overlays and signs to help fresh players get a feel for the map. my bad, 0/10, won't do again
i was only going to make one map as a joke (so i'd 'beerong' in da group since i made a map)
and the whole point of the twisty-turny paths was to emulate tunnels (when i was thinking of the map it was themed like a prison break) but hey, if it makes the map /play/ better, then i'll change anything.
regardless i always thought if a person tested the map a few times, got a basic feel for it, they'd have a better time fighting in the map because they familiarized themselves with da map.
p.s. (prasftigne, the paths were made for flanking, that's why they connect to each other.)