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Posted (edited)
 

Hey guys we've published another major update to the map with the following changes:

 

WORKSHOP LINK

 

 

GAMEPLAY:


A major issue we and players had were the physical saturation of cargo containers throughout the map. Long sightlines were another important issue. Obtaining a good balance between rifle play and short range has been tricky, especially with our goal to have an open environment. We wanted import to feel like it’s a connected, coherent physical space, versus compartmentalized outdoor areas. 



As a result, we’ve completely changed A site physically and visually to represent a small train dock. This change helped give A site a stronger identity, and solved a lot of our “container city” problems. A-site now features more areas to secure the bomb plant, two routes from T spawn (one of which has a shorter sightline), and access from ground level up to A Cat so T’s can better defend the site when attempting to overtake it.



B-Site has seen a face lift as well! We’ve removed numerous areas players could boost or hide ontop, reducing the number of areas to check when entering the site. Back B has been emptied, making it a much safer area for T’s to hold down as they make their approach to the site.



Lastly, various areas throughout the map have been streamlined; simplifying the route choices and possible hiding locations players can be in.



BOMBSITE A 


  • A-site has been completely redesigned. This was an important step in making both bombsites visually distinctive for callout locations.
  • Long A has been streamlined and no longer branches off into two separate paths half-way thru.
  • Long A branch fork has been moved to the end of the route, closer to the bombsite for better pathing in approaching the site as a T.
  • Mid has been streamlined
  • Train Hanger connecting mid to short A has been removed.
  • A-cat now has a set of stairs near the plant zone.


BOMBSITE B


  • B-site has been significantly cleaned up. There are significantly less areas to hide.
  • The center of the site has been changed. There is now an elevated red container accessible via ladder from one side.
  • Plant zone cover has been rearranged
  • Various spots that could be boosted onto have been removed
  • The route from B site to A site has been streamlined for both flow and sightlines. The larger hangar doors have been replaced by a single normal sized squeaky door.
  • Back B has been emptied, removing some possible hiding spots for CT’s as T’s approach, making it a much more tempting route to B-site

GENERIC:

  • Alt mid has been streamlined, specifically the path that lead to alt mid via T spawn.
  • A-long warehouse has been streamlined in both exits and entrances leading to A site
  • Various boostable spots in A-long warehouse have been removed, along with some short props allowing players to see over the containers
  • Cleaned up a great majority of paths/routes in the map. Many hiding spots have been removed and sightlines in certain areas have been made shorter.
  • Added some taller vis blockers near T spawn so that CT’s can’t see into T spawn.



VISUAL:

  • Performance has been significantly improved across the map.
  • Various cubemap issues have been fixed (puddles)
  • Grass now sways in the wind
  • Many textures have had their color values shifted to create stronger reads toward players torso and head.
  • Many cargo containers have been removed, or replaced with various cargo props.
  • Various props and routes have some hints of color to help create unique callout spots.

 

113EDC4EAB3B75C468F90954B73466B3A4F7EDC6

 

7F03FC3F721E0E16BB4515CD6A99C045B8ECFEFC

 

73DDA4A095AC7D0578862E3967FAF40F633BF95E

 

13DE433DCDC31E92377E21CF42B1456B03D1EAB8

WORKSHOP LINK

 

Edited by holiestcows
Posted (edited)

Outside garages could use some brush-work. Also, I'd love if you used some more toned-down colors for containers. Bright colors can make the eyes get tired pretty easy.

The over head shot may not be the most flattering but when you're on ground level, the garages I feel, are detailed in a way they look right, but not so much that it distracts. 

 

 

What's up with all the yellow? No criticism, just curious.

Well it just happens to be another common color for the environment. DUST1, Dust 2, Mirage all have a similar color scheme, bare a few buildings with a blue color. A lot of shipping yards we used for reference use a lot of bright saturated colors for what I imagine, safety reasons and regulation. We included it into our map again this time, because It feels unique and stays true to the environment. We did however, from what we learned from Black Gold, tone it down.
Edited by holiestcows
Posted

 

Outside garages could use some brush-work. Also, I'd love if you used some more toned-down colors for containers. Bright colors can make the eyes get tired pretty easy.

The over head shot may not be the most flattering but when you're on ground level, the garages I feel, are detailed in a way they look right, but not so much that it distracts. 

 

 

What's up with all the yellow? No criticism, just curious.

Well it just happens to be another common color for the environment. DUST1, Dust 2, Mirage all have a similar color scheme, bare a few buildings with a blue color. A lot of shipping yards we used for reference use a lot of bright saturated colors for what I imagine, safety reasons and regulation. We included it into our map again this time, because It feels unique and stays true to the environment. We did however, from what we learned from Black Gold, tone it down.

 

I'm glad you are listening and responding. It's important for me because i felt like Black Gold had a huge potential, so I'm excited to see new maps from you. And hopefully, get involved into shaping it.

Posted

 

 

Outside garages could use some brush-work. Also, I'd love if you used some more toned-down colors for containers. Bright colors can make the eyes get tired pretty easy.

The over head shot may not be the most flattering but when you're on ground level, the garages I feel, are detailed in a way they look right, but not so much that it distracts. 

 

 

What's up with all the yellow? No criticism, just curious.

Well it just happens to be another common color for the environment. DUST1, Dust 2, Mirage all have a similar color scheme, bare a few buildings with a blue color. A lot of shipping yards we used for reference use a lot of bright saturated colors for what I imagine, safety reasons and regulation. We included it into our map again this time, because It feels unique and stays true to the environment. We did however, from what we learned from Black Gold, tone it down.

 

I'm glad you are listening and responding. It's important for me because i felt like Black Gold had a huge potential, so I'm excited to see new maps from you. And hopefully, get involved into shaping it.

 

Thanks. Horse and I would of had an update out for this much sooner, since we released this back in April, but that is also when we started working on Black Gold and getting it ready for the OP for Valve. With what we learned from our initial release of Black Gold, and this past Operation, Import in my eyes is a much better map in all terms, including aesthetics, but also layout/gameplay. Hopefully people will take notice, im quite proud of it, but that could just be my own bias. 

  • 2 weeks later...
  • 2 months later...
Posted (edited)

Hey guys we've published another major update to the map with the following changes:

 

WORKSHOP LINK

 

GAMEPLAY:

A major issue we and players had were the physical saturation of cargo containers throughout the map. Long sightlines were another important issue. Obtaining a good balance between rifle play and short range has been tricky, especially with our goal to have an open environment. We wanted import to feel like it’s a connected, coherent physical space, versus compartmentalized outdoor areas. 

As a result, we’ve completely changed A site physically and visually to represent a small train dock. This change helped give A site a stronger identity, and solved a lot of our “container city” problems. A-site now features more areas to secure the bomb plant, two routes from T spawn (one of which has a shorter sightline), and access from ground level up to A Cat so T’s can better defend the site when attempting to overtake it.

B-Site has seen a face lift as well! We’ve removed numerous areas players could boost or hide ontop, reducing the number of areas to check when entering the site. Back B has been emptied, making it a much safer area for T’s to hold down as they make their approach to the site.

Lastly, various areas throughout the map have been streamlined; simplifying the route choices and possible hiding locations players can be in.

BOMBSITE A

  • A-site has been completely redesigned. This was an important step in making both bombsites visually distinctive for callout locations.
  • Long A has been streamlined and no longer branches off into two separate paths half-way thru.
  • Long A branch fork has been moved to the end of the route, closer to the bombsite for better pathing in approaching the site as a T.
  • Mid has been streamlined
  • Train Hanger connecting mid to short A has been removed.
  • A-cat now has a set of stairs near the plant zone.
BOMBSITE B
  • B-site has been significantly cleaned up. There are significantly less areas to hide.
  • The center of the site has been changed. There is now an elevated red container accessible via ladder from one side.
  • Plant zone cover has been rearranged
  • Various spots that could be boosted onto have been removed
  • The route from B site to A site has been streamlined for both flow and sightlines. The larger hangar doors have been replaced by a single normal sized squeaky door.
  • Back B has been emptied, removing some possible hiding spots for CT’s as T’s approach, making it a much more tempting route to B-site
GENERIC:
  • Alt mid has been streamlined, specifically the path that lead to alt mid via T spawn.
  • A-long warehouse has been streamlined in both exits and entrances leading to A site
  • Various boostable spots in A-long warehouse have been removed, along with some short props allowing players to see over the containers
  • Cleaned up a great majority of paths/routes in the map. Many hiding spots have been removed and sightlines in certain areas have been made shorter.
  • Added some taller vis blockers near T spawn so that CT’s can’t see into T spawn.
VISUAL:
  • Performance has been significantly improved across the map.
  • Various cubemap issues have been fixed (puddles)
  • Grass now sways in the wind
  • Many textures have had their color values shifted to create stronger reads toward players torso and head.
  • Many cargo containers have been removed, or replaced with various cargo props.
  • Various props and routes have some hints of color to help create unique callout spots.
 

113EDC4EAB3B75C468F90954B73466B3A4F7EDC6

 

7F03FC3F721E0E16BB4515CD6A99C045B8ECFEFC

 

73DDA4A095AC7D0578862E3967FAF40F633BF95E

 

13DE433DCDC31E92377E21CF42B1456B03D1EAB8

 

3A1E55C59451D579281EAC9FA5D543D3619AD49F

 

CFD057542F99DFE50794338B94774AF455A5103C

 

WORKSHOP LINK

Edited by MrTwoVideoCards
  • 3 weeks later...
Posted (edited)

WHOA MORE CHANGES

 

WORKSHOP LINK
 

 

de_import has been updated as revision r5a with the following changes:



GAMEPLAY:


We’re here two weeks later with another update to import! We’ve made adjustments to the map based on feedback from the community, and reddit (thanks reddit playtesters!)


Our changes to A site have been successful thus far, and hot off the heels of those changes comes a couple of tweaks based on minor and major feedback. There are a few changes we didn’t manage to squeeze into R5 as well! Again, right now we’re happy with the current balance of the map. Rotation times feel strong, grenade usage and kill sightlines feel much more balanced, and visually we feel import has come a long way in both fidelity and performance.


Regardless, there are a couple of things we’ve considered minor issues, but we’d like to see what future feedback will provide and how we can approach those might-be issues from there. As for the changes: A site remains relatively unchanged, along with it’s counterpart bombsite B. Much of this update was unifying import visually using many of the new de_train assets AND streamlining a couple of obscurities in the layout. Here are the changes:


BOMBSITE A


  • Added signage to better illustrate the bomb planting zone for both sides

  • Fixed a couple of spots where the bomb could be planted under the wooden boards

  • Made the top of the electrical box plantable



BOMBSITE B


  • Removed a couple of dirty spots near back-b

  • Adjusted some angles to make taking and defending the site much more straightforward

  • Added a light to Red Container, spotting players was difficult up there before



GENERIC:


  • The connector between Yard and A-short has been blocked off. Previously it provided a visual open window for ct’s, but provided no access from either side. We’ve closed this up to make defending and attacking the site much more straightforward.

  • There is now an open cargo container replacing the pile of plastic crates in mid. This helps provide much more dynamic cover for both teams, but primarily Terrorists when attempting to advance thru mid.

  • The barge on Docks has been pushed up giving mid a flatter, even space.

  • T spawn to docks has been extended slightly to cover more protection for Terrorists.

  • Added a minor hiding spot to Back B

  • Made mid Walls less wall bangable for players boosting their teammates.

  • added various signage around the map to help guide players to the bombsites.


VISUAL:


  • Performance has been improved in a few spots

  • Cargo containers have been replaced with model versions

  • Various props around the map have been replaced or improved using new de_train assets

  • the ocean now features a custom flowmap

  • New color variations to various buildings have been introduced to break up visual uniformity.

  • A-long warehouse has been changed up internally and externally. Internally cargo containers have been removed and replaced with various cargo props. Our goal here was to help contrast it away from the other cargo warehouses around the map.

 

And some new images!

 

855C15D00801023144505F563688EB45FAE791B7

 

A4B0CDC4A0D518504C6B08EE9C46F1567D122602

 

BB79DF2B2ECC7C1EBA604D4A8FF92EA5F1BDC575

 

WORKSHOP LINK

Edited by MrTwoVideoCards

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