After playing on the server for a while, I would like to suggest some things to improve the quality of the gameplay on your server. Ty!
https://postimg.cc/gallery/JJ0dMjP
1. Remove the map de_dustyaztec:
The map is significantly unfair for T.
It’s impossible for T to reach and exit through the gates towards B first, unlike the original Aztec where this is achievable. (T don't also don't have smoke! For aztec it's crucial)
From B, CT can shoot through the water over long distances, making it very difficult for T to even cross under the bridge without getting killed by AWP.
The only option left for T is to stand as far back as possible under the bridge, but once they reach "shallow", they are visible, making planting the bomb nearly impossible. If both the gates and water are blocked, T is forced to use the bridge, which is insanly hard due to 100 CT awps.
Suggestion: Revert to the original de_aztec or use a more suitable version of the map.
Remove the map css_dust2:
T can’t reach B faster than CT, even with the closest spawn and with good strafes with a parachute. CT always arrive first, making it impossible to rush B.
Both de_dustyaztec and css_dust2 put T at a significant disadvantage, and since rushing is often the key to winning rounds for T, this leads to them camping at spawn, only to be slowly picked off by CT.
Suggestion: Remove this map at all
Balance issues on de_dust:
On the dust, if T fails to rush quickly, especially without a few skilled players (through the tunnel or "down"), the round is almost certainly lost.
This creates a frustrating experience where camping at spawn is often punished, and T players struggle to make an effective move.
Suggestion: Consider using a different version of de_dust where additional paths or covers are available to create a more dynamic and balanced gameplay (de_nuke_rarea is here good example)
Improve auto-balance:
A common issue, especially on the above mentioned maps, is that most VIPs are joining CT, further unbalancing the game. Not only do they start with armor and helmets in pistol round (which is already a strong advantage), but they are often more experienced players.
If most VIPs are on CT, defeating them becomes much harder. Many T players do not rush, leading to quick loss. By the time your auto-balance kicks in, the score is often 0-8 in favor of CT.
Suggestion: Implement a VIP balance system, where VIPs can still choose their team, but the distribution of VIPs across teams is more even (especially on maps like aztec, dust, and dust2002) and maybe give them regular armor in first round and not full helm+armor.
Limit map changes by admins:
Admins frequently change maps via voting, but the votes are always the same, leaving many interesting maps unplayed.
Suggestion: Allow more variety in map voting, and avoid always selecting the same few maps unless the player count drops.
Set a time limit for staying at spawn (especially for T):
This would solve two problems: prevent spawn camping and eliminate AFK players who often remain idle for long periods of time.
Suggestion: Implement a mod like "camp zone" where a countdown begins when players remain in restricted zones. This could also prevent players from accessing certain areas (e.g., the T-base mountain on de_nuke). Either restrict access to this area or allow them to be used. The idea behind de_nuke_rarea was a great step forward, and it would be nice to see similar mechanics for maps like dust, aztec, or italy. Where you can use "unusable zones such as cliff on nuke" to have an advantage. Why on dustyaztec if u get there it's not a texture, but on nuke it is? Unfair, especially because you can get on dustyaztec there only having VIP gravity, but on nuke everyone can get there.
Also small bug report:
There is a bug where, after buying a weapon (or choosing not to buy one), and then purchasing an AWP and swapping weapons, the player loses the ability to hold any weapon in slot 1. Only the pistol, knife, and grenades remain usable.