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wait they ruined breeze

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#1
PRX_JINGGG_LOVER

I was excited for it to come back, but these changes are crazy... they switched literally everything and got rid of halls? i miss the old breeze

https://www.youtube.com/watch?v=LHNXrCJFJpw

#2
noitaNehT
8
Frags
+

Let’s see how it plays out first. Old breeze was getting boring real fast

#3
CarnageBTC
3
Frags
+

Feels like a new map ngl...prefer this

#4
NoOne_ButMe
4
Frags
+

Nah W changes

#5
V0sotros
2
Frags
+

it makes it much easier for the CTs, halls was a fantastic lurk spot and now that's gone, so sentinels can devote their util to holding other spots like mid doors. The change to cave makes CT aggression much easier as there's fewer angles to worry about, and the changes to the B site make it slightly harder to flush a defender out of bend. The change to mid also makes it so that there's only one angle on pillar they have to worry about and 2 angles they have to worry about from mid. Imo this makes the map way easier for CT AWPers to completely dominate a single side of the map, even more than they did previously, and idk if that's a good or bad thing

#6
Breloof
0
Frags
+

They are trying so hard to make people run A splits through mid

#7
Warlordwibz
6
Frags
+

I prefer old breeze too, much more open map, now feels like every other map being concise down.

#8
Dolphin
0
Frags
+

If you play omen or chamber halls still exist 🤓

#9
mrGoudas
0
Frags
+

every change is a W except for maybe halls, idk if there's gonna be any sort of interaction with the doors

#10
PandaZ
0
Frags
+

I prefer this over the mediocre changes they made to split

#11
unknown_trash
0
Frags
+

Omen will be meta on this map I just know it. The halls blocked off makes omen so strong, and more small chokepoints.

#12
OkOkay
1
Frags
+

this is def sided for sure, it looks like taking control of mid as ct is easy, no lurking through halls, and its easy to anchor A with no cave. Maybe B is the only chance for attackers

#13
dudduz
4
Frags
+

What if that structure blocking halls is breakable, like the walls on lotus?

#14
Domination
0
Frags
+

LFG better Breeze🗿

#15
cioccolat
0
Frags
+
dudduz [#13]

What if that structure blocking halls is breakable, like the walls on lotus?

that would be awesome

#16
kbkdark
0
Frags
+

I don't know why they blocked A Hall... That spot was really nice and powerful (when teams know how to use it to cut rotations and infiltrate)

#17
EntryKJ
0
Frags
+

They want to encourage A splits through mid and main, and make the map a bit more defensive.

#18
Halleluhwah
0
Frags
+

old breeze was my fave map but i think this is even better, just not sure what to think of hall being removed entirely - have to see how you can interact with it i guess, like with tp's, can you still have duels to the other side, etc

#19
kbkdark
0
Frags
+
dudduz [#13]

What if that structure blocking halls is breakable, like the walls on lotus?

It would be great

#20
EntryKJ
0
Frags
+
V0sotros [#5]

it makes it much easier for the CTs, halls was a fantastic lurk spot and now that's gone, so sentinels can devote their util to holding other spots like mid doors. The change to cave makes CT aggression much easier as there's fewer angles to worry about, and the changes to the B site make it slightly harder to flush a defender out of bend. The change to mid also makes it so that there's only one angle on pillar they have to worry about and 2 angles they have to worry about from mid. Imo this makes the map way easier for CT AWPers to completely dominate a single side of the map, even more than they did previously, and idk if that's a good or bad thing

I think the changes to B will also help the attack side have a stronger post-plant, but not by much.

#21
V0sotros
0
Frags
+
EntryKJ [#20]

I think the changes to B will also help the attack side have a stronger post-plant, but not by much.

I don't really see the benefit for post-plant, with the stairs being gone I don't really see a way for the T's to use that space very effectively on the post plant other than wallbang spots but if they try it they'll get cleared out so easily. They also have to peek out to confirm if they are on the bomb, and if they peek they could easily be crunched on by just jumping over the wall. And the area is so small the T side can basically be util spammed out. Playing from main will be a much safer and reliable option for the post plant imo.

#22
EntryKJ
0
Frags
+
V0sotros [#21]

I don't really see the benefit for post-plant, with the stairs being gone I don't really see a way for the T's to use that space very effectively on the post plant other than wallbang spots but if they try it they'll get cleared out so easily. They also have to peek out to confirm if they are on the bomb, and if they peek they could easily be crunched on by just jumping over the wall. And the area is so small the T side can basically be util spammed out. Playing from main will be a much safer and reliable option for the post plant imo.

The new boxes give some new jump up angles too.

#23
WinterZ20
0
Frags
+

nah these changes are all pretty W imo (except halls, that wall better be breakable)

#24
Typer
0
Frags
+

These looks good. No more mid lurks :) and now the map looks more def

#25
UBClears
0
Frags
+

I feel like they would have removed halls entirely if it wasn’t breakable, or at least added solid walls

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