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[CS:GO] de_import

  • The Horse Strangler
  • February 2, 2014 at 9:21 PM
  • The Horse Strangler
    • February 2, 2014 at 9:21 PM
    • #1

    Cow and I are working on a new CS:GO map, we just tested it today with you guys, so here's the thread.Going to be updating this thread as we make progress. The location is inspired by BF3's Noshar Canals. We're aiming to make the map set in a dock environment, that feels a bit spacious where cargo containers dominate the majority of the LOS spacing.

    [Blocked Image: http://cloud-3.steampowered.com/ugc/579012943987795217/608BB36CD5E9F584310D4AD01571E85EA200F683/]


    [Blocked Image: http://cloud-3.steampowered.com/ugc/579012943987796958/983A4F711B2AC13015D095CF11EABCA141F6096C/]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/579012943987799470/678FCB27F41F77461B457069C5C4CF511A271BF8/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/579012943987803467/FC8B6C4AFED445F5C5FB4D87B564894A448516B5/]


    [Blocked Image: http://cloud-3.steampowered.com/ugc/579012943987804967/89FBF421C7EC447B49AAA23083B6BEB837F0F82B/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/579012943987806385/8822F13A86B14D4995DADBE55A075B28F295BEB1/]


    All pretty mega WIP. Just started this map a few days ago so we're refining the layout heavily based on the latest feedback we received today.

  • El Tyranos
    • February 3, 2014 at 11:13 AM
    • #2

    Really good start here.


    You will have to work on not having too much corridors, as the map is very opened.

  • The Horse Strangler
    • February 3, 2014 at 5:55 PM
    • #3

    We've compacted the layout quite a bit since yesterdays playtest. As vivi pointed out there's less routes now. mid is much more straight forward in terms of the directions T can take to the bombsites. Some sight lines have also been removed or alleviated.

  • The Horse Strangler
    • February 4, 2014 at 10:00 PM
    • #4

    Image time. Hot off the playtest we did today (thanks for showing up guys and sorry I'm bad RZL).


    [Blocked Image: http://cloud-4.steampowered.com/ugc/579012944043553396/0054B344897A6F4F4B5ABE55E05CC070A1BE1B61/]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/579012944043565319/86BC241EA12451D2F76AB9B32935C85B7F23CE76/]


    [Blocked Image: http://cloud-3.steampowered.com/ugc/579012944043569875/B237206BDFD55DA0D0CAE1EE4298F32C65EF3982/]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/579012944043568082/7898E91EE10AC6A2A435DCD0A1652FF66F3646A5/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/579012944043567163/6019F08C5380674002977E03536E79C4384F1E2B/]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/579012944043566321/A815BC42D8D99A3DD8141A08DA4938F9D069E355/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/579012944043570891/004DAE75300CADCD8F2DE5BC2E23144BCD0E72A5/]

  • Squad
    • February 4, 2014 at 10:24 PM
    • #5

    Can't tell for sure from the last overview you posted, but is it still the same (didn't participate in the first playtest)?

  • The Horse Strangler
    • February 4, 2014 at 10:29 PM
    • #6

    It is not, whoops let me post an image of that.


    [Blocked Image: http://gyazo.com/5f6f0eeb8339afd4604b2a22d06c252d.png]

  • holiestcows
    • February 4, 2014 at 10:37 PM
    • #7
    Quote from Squad

    Can't tell for sure from the last overview you posted, but is it still the same (didn't participate in the first playtest)?

    The textured images are from today's test, we haven't made any changes yet from the feedback from today. It is different than the version we played last Sunday though.

  • Squad
    • February 5, 2014 at 2:16 AM
    • #8
    Quote from MrTwoVideoCards

    It is not, whoops let me post an image of that.


    [Blocked Image: http://gyazo.com/5f6f0eeb8339afd4604b2a22d06c252d.png]


    Thanks! Wasn't sure cause I didn't see any obvious changes to the version we tested last night, but now that I can compare I can see some slight changes.


    First of all, but this was already mentioned during the playtest, the short fog distance and the darkness in the interiors made it really hard to see inside when standing outside.

    You're going for a map with long sightlines, which makes for an obvious choice to pick an AWP (or any other sniper), but it does make it kinda hard for players who are not quite into that/a team that can't afford snipers due to low money. Long range is fine, but there should be alternatives to counter that.

    I'm not sure if this is really an issue, but CT's and T's going for B meet really fast (taking long sightlines into account), it only takes like 5 seconds or so.


    I think A is interesting as it's a bit "off route" (for both teams), but not in such a way that it was neglected (quite the opposite). Might be a bit too easy to defend once the bomb is planted though.

    I've no idea what the actual bombsite is going to be, but it's probably a good idea to mix it with the nearby railway. I'm thinking ahead a bit, but it'd be an obvious choice as a bombsite (first time I was following signs to A the railways made me think I reached it).


    Last note, I like how this map really encourages to use smoke grenades. If I was short on money (most of the time) and had only money left to buy one grenade I always went for the smoke grenade

  • holiestcows
    • February 5, 2014 at 2:40 AM
    • #9
    Quote from Squad

    Thanks! Wasn't sure cause I didn't see any obvious changes to the version we tested last night, but now that I can compare I can see some slight changes.


    First of all, but this was already mentioned during the playtest, the short fog distance and the darkness in the interiors made it really hard to see inside when standing outside.

    You're going for a map with long sightlines, which makes for an obvious choice to pick an AWP (or any other sniper), but it does make it kinda hard for players who are not quite into that/a team that can't afford snipers due to low money. Long range is fine, but there should be alternatives to counter that.

    I'm not sure if this is really an issue, but CT's and T's going for B meet really fast (taking long sightlines into account), it only takes like 5 seconds or so.


    I think A is interesting as it's a bit "off route" (for both teams), but not in such a way that it was neglected (quite the opposite). Might be a bit too easy to defend once the bomb is planted though.

    I've no idea what the actual bombsite is going to be, but it's probably a good idea to mix it with the nearby railway. I'm thinking ahead a bit, but it'd be an obvious choice as a bombsite (first time I was following signs to A the railways made me think I reached it).


    Last note, I like how this map really encourages to use smoke grenades. If I was short on money (most of the time) and had only money left to buy one grenade I always went for the smoke grenade

    Display More

    Thanks for the feedback! Ive changed the layout quite a bit. Mid is a bit different now, A is changed up quite a bit to make it more interesting to try to take and also defend. Hopefully we'll have a new version for testing soon.

  • KungFuSquirrel
    • February 5, 2014 at 4:17 AM
    • #10

    instead of "de_import" you should just call it "export" har har har.


    (eager to see where you take this!)

  • The Horse Strangler
    • February 19, 2014 at 9:35 AM
    • #11

    Hey guys, thanks for showing up to the playtest yesterday. Also big thanks to Gami for hanging around and providing that next level feedback.

    [Blocked Image: http://cloud-3.steampowered.com/ugc/577888865070120111/EB439331A400E2B690E1D3435DB0DB94C986FB81/]

    [Blocked Image: http://cloud-4.steampowered.com/ugc/577888865070121247/F4C1F54F661476344E9C8589A5F2AC13F860A654/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/577888865070122020/4D596F2252D8AB40FC37B91808B6C354BC71FFDB/]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/577888865070123052/3DFB8CBD757E3BABC70620F635AFCD2E19F31FDC/]


    [Blocked Image: http://cloud-3.steampowered.com/ugc/577888865070126835/06B26CE1CD557367DA577F549DC39002979C0B1B/]


    [Blocked Image: http://cloud-3.steampowered.com/ugc/577888865070125909/A28CD78B97E956A1B51D6AAE40ACA420EEE3915C/]


    Visually the map has still got a long way to go, but I'm happy with the progress so far, You guys provided some pretty nice feedback for the layout. Some of the highlights from yesterday were:


    • Making bombsite B less difficult to plant for T
    • Gami can rub his body on surfaces and make the server lag
    • RZL is deaf


    We're working out some layout spots for better cover/less sight-lines. It's certainly an improvement compared to the older layout a week ago but it still needs some more tweaking.

  • Vilham
    • February 19, 2014 at 10:19 AM
    • #12

    also rotate the damn map back to right angles not 45 degrees.

  • The Horse Strangler
    • February 19, 2014 at 10:26 AM
    • #13

    Nerp. It's too late. I'm in to deep coach.

  • El Moroes
    • February 19, 2014 at 12:31 PM
    • #14

    I liked what you did on the theme, it reminds me the BF3 Noshahr Canals map with your colors !

    [Blocked Image: https://images.eurogamer.net/2011/articles//a/1/4/1/4/2/2/6/Battlefield_3_MP_Maps__Vista_Noshahr_Canal_.jpg.jpg]

  • Squad
    • February 19, 2014 at 12:49 PM
    • #15

    Will you add different colors to some of the warehouses? It will make it easier to navigate the map.

  • holiestcows
    • February 19, 2014 at 7:50 PM
    • #16

    Thanks for the feedback from yesterdays play test, really helpful, especially Gami!


    Quote from Squad

    Will you add different colors to some of the warehouses? It will make it easier to navigate the map.


    Thats a great idea Squad, ill talk to Horse about that.

  • Puddy
    • February 19, 2014 at 10:45 PM
    • #17

    The warm colours are cool and the general vibe is pretty sweet!


    However, you should think about mixing it up here and there. Right now the entire map feels like a tiling landscape of warehouses and containers. The containers are especially problematic, as so much of the map's playable space are defined by them.

  • The Horse Strangler
    • February 19, 2014 at 11:00 PM
    • #18

    Definitely. Ideally I'm going to keep the same pathing more or less, but I'll break up the cargo containers with a bunch of other various cargo props.

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