Twiggy
i was thinking the same for the small hp on crates. the 'sewers' area is meant to be small and easy to deny because of how open choke is tbh, and the power of the shutter behind on 'big door' or flank. essentially I dont want 3 main flanks, I want 2 with an optional dropdown type of area that is easily watched. In terms of access to highground on mid, I want to make it harder for scouts to get on highground similar to granary, where you have to choose a different rollout path to get quick highground, I want scouts to be punished from falling off highgrounds essentially.
thanks for feedback bro