Home 3D Art Showcase & Critiques

[CS:GO] de_import

The Horse Strangler
polycounter lvl 3
Offline / Send Message
The Horse Strangler polycounter lvl 3
Hey guys, longtime lurker here. Me and a mate recently finished a big update to one of our csgo maps, and thought we'd post it here. Not sure if this is the correct section or not.

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
Sign In or Register to comment.