Counter-Strike 2

Counter-Strike 2

Import
The Horse Strangler  [developer] Jul 11, 2016 @ 7:05pm
JULY 11th UPDATE
R7 brings some pretty big changes to de_import. Many of these changes are specifically aimed at not only making import run and look better, but are primairly intended in making a much more balanced map for competitive play. As always please give us your feedback and let us know what you think of the changes!

GAMEPLAY:

Redeigned A-Site ( Main Warehouse)
  • Cleaned up Alt-A route for safer T take.
  • Alt A has been pushed up and roolup door has been fully opened.
  • Removed barge and ladder entrance to ALt-A
  • Redesigned site entirely
  • Removed many angles, this should help CT and T retake and defend/push respectively.
  • Opened rollup door in Loading (connecting room between outside and main site)
  • Completely removed back A
  • Narrowed mid entrance to site.
  • Alt A overall is a cleaner path now, with solid fencing blocking some nasty sightlines
Redeigned B-Site (Train Yard)
  • Replaced wooden ramping with a flat platform for the primairy site. This should help smoothen out movement.
  • Hazard stripes denote bomb plant radius
  • Redesigned site visibility
  • Hut has had it's doors widened (long B)
  • B-balcony has had minor adjustments in sightline blocking
  • Added clipping to floor and ledges to smoothen out movement. (no need to jump up from B-short anymore)

    Adjusted Long B (train yards)
  • Back of train yards has been cleaned up, creating a much smoother route to navigate. This also prevents CT's pushing up too far and hiding
  • added a cubby behind hunt to give t's some room to manuever

    Adjusted B-short (Z)
  • the end of B-short has been redesigned into the shape of a Z path. This provides better angles for both teams, and allows T's to enter the site with more opitions.

    Adjusted Yard (Between A site and B site)
  • Barriers have been moved around to clean up long sightlines.
  • stairway leading up to Lockers and A-Balcony has been moved.

    Adjusted Mid
  • Moved around some metal barriers to help with long sightlines
  • Recolored a cargo container mid to now act as a unique callout spot (Tamale)
  • Mid has been closed off near T-spawn to provide T's with a stronger chance to fake out sites. Previously CT's were given too much information about t's strategy simply by peeking mid.

    Adjusted Spawn locations
  • CT have been pushed back into loading
  • T have been pushed up by 800 units.

    These spawn changes make the map play much faster and allow both teams to reach ideal points for engagement timings.

    Created a Connector

    One of the largest issues import had was the lack of a connecting route for rotations between sites. We've addressed this by creating a new route between Mid and A-Main. This especially helps Terroists rotate to another site/and or fake out a plant. It also gives both teams more value in Lurking, if they wish to do so. The current location of the connector is primairly intended to benefit terrosists, as we felt they had no real way to change their approach on the fly, requiring them to commit to a site push 100% of the time.


    VISUALS:

    While redesigning both bomb sites was a good step forward, it also allowed to to bring in some new art to better define a narrative to the map, aka what the bomb is actually blowing up. Along with that are many other changes such as:
    • Upped brightness of the sunlight (both direct and ambient).
    • Retinted and retextured all of the cargo containers around the map to introduce more color variety and help with player visibility.
    • Added logos and grafitti to various cargo containers to create some more unique call out spots.
    • Various sections of the map have recevied a model facelift.
    • Re-evaluated color structure thruout the map to help remove contrasting elements and creating a more consistent and united color tone. This greatly helps with player readability, especially at longer distances
    • Adjusted puddles on the ground to lower reflectivity.
    • Improved skybox scenery
    • Replaced skybox clouds with higher res versions that are now lit by the sun.

    Last but not least, import now takes full advantage of csgo's latest upgrades. All surfaces in the world now feature specularity (phong), reflection mapping occlusion, and smoother lightning on models. This has also allowed us to apply normal maps to all of our custom content baked down from high poly assets, something that wasn't possible previously because of how models in the scene would be lit if a normalmap was applied. All of this comes together to create a very noticeable improvement in surface definition and veriety.

Last edited by The Horse Strangler; Jul 11, 2016 @ 7:07pm
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Showing 1-1 of 1 comments
S3NAD Nov 22, 2016 @ 10:31am 
more bugs! look at my looooong post in the comments, includes an amount of bomb griefing spots where you can't retrieve it, aswell as other bugs and two boosts
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