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[CSGO] de_import (bomb/defuse) (final for reals this time)

  • The Horse Strangler
  • July 12, 2016 at 3:41 AM
  • The Horse Strangler
    • July 12, 2016 at 3:41 AM
    • #1

    Made a new thread for this considering all the links/images were broken.

    Big shoutout to Wilts and Hordeau for helping out on all of the feedback and new changes.

    This is a major update to an old map of ours. We had a bunch of feedback sitting for a while but didn't have a lot of time to get to it till now. Huge layout changes have been made, along with art. You can read the FULL CHANGELOG HERE.


    Quote

    Quote A defusal map designed for competitive play.

    Play as terrorists attempting to sabotage a valuable shipment of government property, or as Counter-terrorists tasked with protecting the precious cargo.

    WORKSHOP LINK

    [Blocked Image: http://i.imgur.com/rNCUbKL.jpg]

    [Blocked Image: http://i.imgur.com/TfnUNhj.jpg]

    [Blocked Image: http://i.imgur.com/H8pHmJf.jpg]

    [Blocked Image: http://i.imgur.com/JENx75y.jpg]

    [Blocked Image: http://i.imgur.com/zgL2AAL.jpg]

    [Blocked Image: http://i.imgur.com/KCTppgb.jpg]

    [Blocked Image: http://i.imgur.com/lo9EVQ9.jpg]

    [Blocked Image: http://i.imgur.com/PuqhZ89.jpg]

    [Blocked Image: http://i.imgur.com/m84WBrR.jpg]

  • Vaya
    • July 12, 2016 at 1:59 PM
    • #2

    That lighting is intense! I like it a lot. Best of luck

  • Tynnyrimpi
    • July 12, 2016 at 4:47 PM
    • #3

    W T F

    If this is not in next operation I will blow up Valve Headquarters!

    As a terrorists that is.


    Also turn the layout 45 degrees, it looks stupid when it is like that...

  • Tynnyrimpi
    • July 12, 2016 at 6:05 PM
    • #4

    Hey these are my thoughts on the tactical/balance side of the map

    A site seems too easy easy to hold; T:s have thousands of little corners and spots to check, whilst incapable to smoke off any of them and CT:s only needing to turn their heads and take one step to hold another entrance added to the fact that T:s have no cover when entering the site. You could easily fix this by making the site have windows/skylights to throw nades into, now there is no reason to take A site as T without CT spawn control.

    Middle (The small door room) is incredible bad to attack and defend: You need one sniper to hold long A whilst still having someone to look at the door room, which is incredible hard to pull off because if the player dies in middle, player holding long A is doomed: they can't look at long A anymore or they get flanked, and watching middle is impossible with sniper as it is clearly close ranged. Add that to the fact that there is no cover for CT:s holding aggressively, forces the CT:s to play close to the trains, making it useless to fight for the control of long A in end of the round as T:s have simply too many spots to be at, making it too risky to peek there. I would recommend adding some cover for CT players in long A.

    B site is the most balanced site I have ever seen! Every tactic and every nade has it's counters and weaknesses. Nice job! Although I think you should connect Long and short B somehow, now it takes too long to rotate from one path to another. Also the railings in rafters should not have collisions with bullets and nades, it's hard to throw nades to rafters and the bullet blocking can be annoying.

    Overall: The map does not have rush site, making eco rounds very easy to lose as terrorists, whom have to take long, very nade based routes to sites where CT:s can control every area with their sniper rifles and Molotov cocktails.

    Also, change door prop to more worn out model, it looks way too good for it's surroundings. Move Spawns equally outwards, T spawn gives no actual reason for players to take the longer route to A, it looks so useless that I am sure many will totally ignore it, as it does not move you inwards in the battle.

    PS: What train model you used on this map? I would like to use it too!

  • Tynnyrimpi
    • July 13, 2016 at 1:08 PM
    • #5

    And you can see thru the A site cans...

  • Vaya
    • July 13, 2016 at 10:20 PM
    • #6

    [Blocked Image: http://i.imgur.com/s7FEBVv.jpg]

    overlay on wrong face? :S

  • holiestcows
    • July 13, 2016 at 11:32 PM
    • #7
    Quote from Vaya

    1 hour ago, Vaya said: [Blocked Image: http://i.imgur.com/s7FEBVv.jpg]

    overlay on wrong face? :S

    Thanks for pointing this out!

  • Tynnyrimpi
    • July 14, 2016 at 12:09 PM
    • #8

    http://imgur.com/a/JqpK7

    First two pics are in A site, you can see and shoot thru it, there is no collision on the model at the end..

    Last pic, A site symbol misleads. I think you should change the arrow to point at right.

  • tr0nic
    • July 14, 2016 at 9:53 PM
    • #9

    There's something off about the post process or lighting you use that makes my eyes want to implode. Too bright? Too much HDR? Too much fog? Combination of all maybe. I can't put my finger on it.

    Couple of things I also noticed:

    1. Those metal grate textures in front of the many ladders disappear at distance, which lead players to believe they can be used.

    2. Many gaps between models across the whole map, which will be abused by snipers

    3. Some weird clipping at back of B site.

    4. Bombsite A rotating piece should have a lot more sides to it. Optimize somewhere else in that room!

    5. Make it retard proof that those Black Doors are locked.

  • TheGuma
    • July 15, 2016 at 11:12 AM
    • #10

    This looks amazing!!

    That's how warehouse themes should be utilized.

    Great work!

  • Tynnyrimpi
    • July 15, 2016 at 11:45 AM
    • #11

    If you have brightness at max, the map feels foggy...

    Quote from tr0nic

    On 14.7.2016 at 11:53 PM, tr0nic said: There's something off about the post process or lighting you use that makes my eyes want to implode. Too bright? Too much HDR? Too much fog? Combination of all maybe. I can't put my finger on it.

    Couple of things I also noticed:

    1. Those metal grate textures in front of the many ladders disappear at distance, which lead players to believe they can be used.

    2. Many gaps between models across the whole map, which will be abused by snipers

    3. Some weird clipping at back of B site.

    4. Bombsite A rotating piece should have a lot more sides to it. Optimize somewhere else in that room!

    5. Make it retard proof that those Black Doors are locked.

    Display More

    5: The black doors contrast to the map is too big, every player is drawn towards them like a fly to a lantern. In other words, they're too clean.

  • cashed
    • July 15, 2016 at 7:40 PM
    • #12

    Had a run around last night. Great improvements from the last.

    Things I thought were strange:

    1. The spec on the asphalt.
    2. The mountains. The image mountain is of better clarity than the world machine type model.
    3. The brightness outside :| overpowering
    4. I would also like to reiterate on the ladder issue.
  • Fistaszek
    • July 16, 2016 at 12:29 PM
    • #13

    Rly nice map i enjoy it playing with one of my friend

  • holiestcows
    • July 20, 2016 at 11:02 PM
    • #14
    Quote from cashed

    On 7/15/2016 at 2:40 PM, cashed said: Had a run around last night. Great improvements from the last.

    Things I thought were strange:

    1. The spec on the asphalt.
    2. The mountains. The image mountain is of better clarity than the world machine type model.
    3. The brightness outside :| overpowering
    4. I would also like to reiterate on the ladder issue.

    Thanks for giving it a look Ted!

    Quote from tr0nic

    On 7/14/2016 at 4:53 PM, tr0nic said: There's something off about the post process or lighting you use that makes my eyes want to implode. Too bright? Too much HDR? Too much fog? Combination of all maybe. I can't put my finger on it.

    Couple of things I also noticed:

    1. Those metal grate textures in front of the many ladders disappear at distance, which lead players to believe they can be used.

    2. Many gaps between models across the whole map, which will be abused by snipers

    3. Some weird clipping at back of B site.

    4. Bombsite A rotating piece should have a lot more sides to it. Optimize somewhere else in that room!

    5. Make it retard proof that those Black Doors are locked.

    Display More

    1. Thanks, that was a big issue in Black Gold so ill look into it.

    2. Im going through that with a fine comb, thanks though.

    3. Noted

    4. Horse will try!

    5. Like Walmart?

  • RivFader
    • July 21, 2016 at 8:04 AM
    • #15

    Wow, a lot has changed from the version I played months ago in the workshop. Great job.

  • Guest
    • July 31, 2016 at 9:55 PM
    • #16

    This might not be the right place to ask this, but how would I go about blending wet/dry textures like you do in this map? I really would like to do this in my map. Would it be possible to release a sample texture/vmt showing your method? (example gifs below)

    Spoiler


    It's also done in black gold:

    [Blocked Image: http://i.imgur.com/6KvWIlu.jpg]


    [Blocked Image: http://i.imgur.com/0Kc5oaA.jpg]

    I know it's a noob question but I just thought I would ask.

  • The Horse Strangler
    • August 1, 2016 at 1:22 AM
    • #17

    Some of that stuff might get a little revised in a next patch (import I mean). I plan to release a couple of those things when it's all finalized, not sure on an eta for now tho.

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