Some upcoming improvements gameplay wise for beta2:
1. First space issue. Some people think there are many narrow paths (like inferno), so I've made few adjustments to make it wider:
Before:
http://postimage.org/image/62d21xywd/After:
http://postimage.org/image/ilty1320d/ (notice door, it is huge and I eliminated the wall)
Inside:
Before:
http://postimage.org/image/5wznhevvx/After:
http://postimage.org/image/5lrufib59/ (notice small door closed
the narrow corridor and big door added, wall eliminated)
Trapdoor room:
Before:
http://postimage.org/image/szv8dp3ot/After:
http://postimage.org/image/jkojrz0fh/ (no props, diagonal wall, one route closed with fence)
2. The second big issue is the use of the grate as a covering postition, looking the door T come from. The hole in B now has a second layer of metal plates. That enables T/CT to put molotov/smoke there to plant/prevent planting. Also it impedes to use the hole as a cover position from upside level as mentioned:
http://postimage.org/image/vropfiapv/http://postimage.org/image/w9og93poj/http://postimage.org/image/nfxjs02pv/3. A path in B has been eliminated (broken wooden window) as you may have noticed in section 1 screenshots. That incentives the use of skylight room, gives more predictability to CT support from bridge and security to T coming from trap door.
I'm open to changes previous to release, so you are free to give your opinion and I'll take it into account.
Also, I've made a Steam Group for testing/feedback purposes:
http://steamcommunity.com/groups/rustest I'll post changes there, announce when it is being played and try to organize playtest of beta2. I hope you are interested!
EDIT: Walkthrough@youtube made by GeRy@hltv:
http://www.youtube.com/watch?v=nlZn1LjC5Eg