As players have started figuring out how to forward hold properly, forward busts have not gotten much stronger to compensate. There's limited options for it so there's not much to improve upon at this point.
I tried to visualize some stuff and write down some thoughts
https://i.imgur.com/4EnSDFO.png
this door is very easy to trap. Left and right stickies cover the entire door when det. upper stickies cover the entire door when det.
I recommend making the door higher (red). right lip trap (cyan) can also be made weaker by moving it closer with the light switch's wall. This would mostly make it easier to spot. If combined (purple) this might allow soldiers to jump from the medium hp inside, spot the cyan trap if needed and then hug the wall to jump through more safely
https://i.imgur.com/dxcRYgW.png
aggro traps can be placed at the pseudo-choke of the australium boxes. I personally don't see a use for the cyan square box other than that stickytrap. Perhaps removing it makes it easier to clear this area
The green box is currently partially blocking spam angles. You could consider changing it to a transparent fence so traps are harder to place there, but the spam angle remains blocked.
The red aggro trap isn't as common, but moving the ceiling there can still help players take space
https://i.imgur.com/NUtmahI.png
Busting this side requires clearing a bunch of traps. Moving the door around messes with a lot of sightlines so I tried to avoid this as feedback. Best method here is removing some props, or changing them.
Trap 1: is fine
Trap 2: I would recommend changing this to a small box (like the one near it) so the explosion doesn't reach as far, or removing the prop altogether (other than that trap it sees little use)
Trap 3 and 4: If you want to mess around with the door's size I'd only try left (cyan) and up. Trap 3 is easy to clear by itself as a scout can stand at the medium hp at the slope and take little spam. So I'd change the height first and see afterwards if more is needed
Trap 5 and 6: Combining this because 6 is easy to clear as scout, but is needed before you can clear 5. And then if you want to clear 5 you are taking all the spam. So this loses a lot of time. The bandaid fix is removing the prop, but you could also move the wall + prop further out to make a little nook where you can avoid some spam (similar to standing at the medium hp to clear trap 3)
Trap 7: Not that much of an issue. Just yet another thing to add to the list of traps you need to keep in mind. Though easy to spot usually. Overall fine, but can consider moving or removing the grass if things remain cramped
edit: just wanted to visualize what I mean with creating a nook for trap 5 and 6
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