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This post focuses on a couple of things; taking (denying) the snake OTB, playing dead zones & why (& how) design matters. This layout is similar to Malaga in order to facilitate finishing that event. Comparing my analysis of that layout with this modification may not help you play it but will help clarify the design elements at work.
Beginning with the snake run OTB we see the Home lanes on the snake side are early in the run (which encourages the runner--or ought to.) With a separate Snake 1 there are two snake runs possible. Snake 2 is an order of risk higher but the run is simply and extension of the move to the TCK that feeds Snake 2. A Home shooter can shoot his/her primary lane and immediately shift to a wide second lane in the Snake 1/Snake 2 gap but the greater risk is a laner somewhere in the DZ behind the nearest TCK (orange shooter and lanes on the layout) who can lane inside the feed TCK, Snake 1 and the corner. The combination of shooters should, undisrupted, be reasonably effective (assuming they know which end of the gun the paint comes out of.) But that's only half the play.
On the upper portion of the layout the gray denoted DZ (dead zones) where the Home shooter is blocked. These areas allow players to ignore the Home shooter. The Blue spot and lanes shows how to support a snake runner by offering suppressing fire aimed at either the Home shooter or the TCK. And the larger secondary DZ offers a wide variety of guns up zone shooting opportunities to complicate the effort to shoot a snake runner OTB. Playing either zone as a moving gun can also be a very effective way of responding to teams that reveal patterns or habitual actions.
Cross field shooting lane options exist but are unlikely to be effective. Of course, other movement combinations for making the move into the snake also exist but the key is to mix it up while suppressing any laners.
Word of warning--even with the obstructed and limited shooting lanes this is a very potent snake capable of dominating this field. Figure out how to contain it or better yet figure out how to exploit it and nothing else will matter much. This is a power field that will reward teams with superior athletic ability and/or paintball skills.
Turning to design I included the basic D-side lanes--both of which are excellent and complicate the initial breakout--but also include the mitigating factor of forcing the shooter to pick. This is a good design characteristic because even with two excellent lanes the necessity of picking one (very few shooters are capable of shooting both with effect) negates the other. As is the choice of a Can for the Home bunker as it presents greater risk when doubled and is easier to pinch from angles. It can be played effectively but isn't a fortress that encourages keeping a player back center indefinitely.
Looking at the bunkers surrounded in green tells us all we need to know about how the design was improved over Malaga. the 50 Dorito is now a dominating presence with a wide variety of shots that can still be actively contested. The corners are now Temples which creates a small but potentially important elevation disadvantage for the corner player and inhibits his/her ability to wrap (or even see much beyond the wire.) Further neutralizing the corner bunker the placement of the forty doritos expose an avenue of attack on the 50 dorito that is more effectively contained by the wider MT. The result is the upfield positions pose a much greater full field threat that matches the greater risk involved playing the position while other changes provide greater balance in shifting the nature of this field in favor of the aggressor where Malaga better suited defensive play.