Well, after I spent a while walking around the map, and was fairly impressed, I played this map on a server last night for about three quarters of an hour. It has some good attributes. It's nice to look at. You got the sense of space right. There are a few nice combat zones. The building is actually kind of intellectually stimulating to attack (if you can survive to get there.) But unfortunately, the map is so unbalanced that it becomes essentially unplayable. The T's can come out of the woodwork like cockroaches, and the CT's must sprint out of a single constricted point, over an unprotected area where they are cannon fodder for the T's, who hold consistently superior positions from above. In order to make the map playable, the CT's need to be able to choose multiple routes to the building that will give the t's some incentive (like cs_assault) to actually hold and cover their position. Cs_twilinght, which is the other ancestor of this map strategy, does a nice job of spawning the CT's closer and giving you three or four initial route options. The time-to-conflict for both teams is quite good. While it would be more work, you could add a sewer/tunnel route from CT spawn that got you into the bottom floor of the building (like cs_estate), and another route that was protected along the left of CT spawn, and these options would change the game play to be more balanced. But as it is, I don't think the map has a lifespan. There is just nothing that the CT's can do once the T's have the initiative.