This point complements the previous one. In addition to adequately spaced paths, critical sites should have more than one entrance obviously. Typically, you’d be looking to have 2-3 entrances with a chance to mix primary and secondary paths to increase the total number to 4-5 (2 wide main entrances in addition to 2 secondary ones, a vent and a tunnel for example).

Some people might argue that too many entrances will increase the number of angles to cover, therefore, create unfair spots. That is true and this is where you, the level designer, has to cleverly design these entrances.

If the player entering from one path has to cover 4 other entrances at different angles while scanning the area on the fly for snipers/campers, then obviously this will be overwhelming and csgo trading frustrating. What you could do to help is to make sure that only 2 entrances are visible at a time out of the 4-5 (that is if you end up having these entrances – limiting them to 2-3 is fine). You need to visually block opposing entrances from certain angles to help the player rushing from one entrance: low-rise wall, crates, vehicles, opaque fences, or simply parts of the surrounding geometry are all ways to achieve this.

That is easier said than done depending on the map’s theme that could dictate certain design choices.

A long unbroken line of sight creates unfair sniping spots/ranges despite all your best intentions when designing it. Players will abuse these sight lines creating gameplay imbalances and over-powered positions.

If you absolutely need to have these long sight lines, then make sure to scatter enough cover and visual block to aid players progressing through this area, and try to limit sniper nests along the long sight line; you could also make these sniper nests risky to discourage players over-using them by having their backs or flanks exposed, thus keeping the “sniper” on their toes.