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[CS:GO] de_import


The Horse Strangler

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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.

 

608BB36CD5E9F584310D4AD01571E85EA200F683

 

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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.

Edited by MrTwoVideoCards
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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.

Edited by MrTwoVideoCards
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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. 

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

 

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  :)

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

 

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  :)

 

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. 

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  • 2 weeks later...

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

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