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  4. [CS:GO] Exotic Places Mapping Contest

Anubis

  • Roald
  • June 6, 2019 at 12:14 PM
  • Wintrius
    • February 11, 2020 at 10:09 PM
    • #61

    Tatooine has never looked better. ?

  • Serialmapper
    • February 13, 2020 at 4:28 PM
    • #62

    A very possible 1st place. Pleasant environment, good visibility, sunshine.

  • zombi
    • February 19, 2020 at 11:21 PM
    • #63

    After 4-5 matches (everyone want play this map O_O) it's still hard to navigate on the map. I know layout etc, but all areas looks the same. I think walls missing some wooden beam, foliage or some decorations.



    Hard to pick angles because of that. While picking there are no some points that will tell player where he is looking right now. It's hard to describe, but I hope you understand.

    And here for some reason website doesn't allow me to upload photos, Valve pls fix... oh wait. I will use imgur instead sorry.

    https://imgur.com/a/cbJSx7C


    Pls fix clipping on map. https://imgur.com/a/UI3y3ie


    Nobody was using this path. You can't see much from end, and because of that it kind of useless. https://imgur.com/a/HfZ42L5


    Very, very, very bad collisions for grenades. I flashed my teammates few times before I realized what is happening. https://imgur.com/a/GhnY0C9


    Everything in picture. https://imgur.com/a/uzgEH5y


    Maybe add some cool colorful lights (looped rainbow would be cooooooool) behinds waterfalls to make visual difrences beetwen sites? https://imgur.com/a/y2TgJgV


    Seriously? How dare you? Loosing the oportunity to putting sneaky hide mapcore logo!1!!!1 https://imgur.com/a/HYeHPGc


    Layout seems balanced. Only mid as CT is a little boring. Would be cool to have fights with under mid area players, but it's impossible. Overall great job guys! :)

  • Brakuren
    • February 23, 2020 at 7:59 PM
    • #64

    Link of Warowl playing this map: https://www.twitch.tv/videos/550949373?t=00h04m54s

  • JorisCeoen
    • February 29, 2020 at 8:46 AM
    • #65

    What can you say, when you have an entry like this... this is just incredible, and a statement to the possibilities of the Source engine even to-date. It feels like Egypt, and the artwork is some of the best in the competition. The amount of work that must have taken this map to completion is insane. I suspect slightly that this map is in development for quite some time, but regardless I think Anubis will end-up being either first or second. The optimization of the map is incredible, and there are no real spots in the map that feel out-of-place.

    However, while initially I thought Anubis was uncontestably a first-place winner, running in the map currently clarifies one thing that some other maps are much stronger in (for instance, Mustang): You can't ever really focus. Running around, you feel that it's hard to know exactly where to look for, because there's never a prop or detail that gives an indication where connections or angles are. This is quite a strange bummer for now, because it hinders the flow to some extent. It truly is the one and only thing that I feel needs to be worked on at this very moment. I know that readability is an important factor, and this map probably has the best overall color for that, ever. Period. BUT, it feels like Anubis went so far in trying to cather to that feature that the repeated color removes the ability to read or feel the layout comfortably as it stands now.

    In any event, when you've achieved such advanced progress that you are able to work on that particular aspect, I think that says enough about the quality and sheer potential of a map like this.

    Congratulations, and best of luck in the finale ?

  • dmu
    • February 29, 2020 at 11:12 PM
    • #66
    Quote from JorisCeoen

    14 hours ago, JorisCeoen said: I suspect slightly that this map is in development for quite some time

    Dude, you can see how this map came together directly in this thread. All of the art and layout has very clearly been made post-announcement of the competition. This is probably the main reason why I love this entry so much, I saw it change significantly as the competition wore on.

  • Roald
    • March 1, 2020 at 7:12 AM
    • #67
    Quote from DMU222

    7 hours ago, DMU222 said: Dude, you can see how this map came together directly in this thread. All of the art and layout has very clearly been made post-announcement of the competition. This is probably the main reason why I love this entry so much, I saw it change significantly as the competition wore on.

    Exactly what he said ?

    Thanks for the feedback Joris, we already are working on it by adding more color to make each area more identical

  • Roald
    • March 9, 2020 at 8:58 PM
    • #68

    Hey there! We just released a new update before the deadline is there! I'd like to thank the awesome staff from the FaceIt Mapcore Hub for the organisation and ofcourse the awesome people for playing the maps and giving us feedback and stats to work with. For that special thanks to @Thewhaleman & @JimWood for providing the demo parser, its been very useful! We have done some small layout changes and heard some birds whispering they want more colors, so there you have it!@jd40 & @jakuza have been working their asses off to create new cool assets and doing some more environment work on the map, so a big shout out to those two amazing artists! Enough talking, time to check out some screens and perhaps have a look ingame! Cheers[Blocked Image: https://i.imgur.com/fDbA7lK.jpg][Blocked Image: https://i.imgur.com/HeKbTYX.jpg][Blocked Image: https://i.imgur.com/9pzrA9Q.jpg][Blocked Image: https://i.imgur.com/AZtnHAa.jpg][Blocked Image: https://i.imgur.com/u1gM3Ai.jpg][Blocked Image: https://i.imgur.com/xG71ing.jpg]

  • JorisCeoen
    • March 10, 2020 at 7:23 PM
    • #69

    Well... That pretty much adresses all the issues that I had with the map ? incredible how the map is much more defined now. Congratulations, and best of luck in the finale ;)

  • El Moroes
    • March 10, 2020 at 7:56 PM
    • #70

    A nice nice stuff there. If I may ; I think the light is too hot / saturated if you check how the blue sky is. I still thinking you had a better lighting in your first version before you post-processed it, you had a whiter light which felt more natural and better. You should come back on this IMO ;)

  • jd40
    • March 10, 2020 at 8:58 PM
    • #71
    Quote from El Moroes

    52 minutes ago, El Moroes said: A nice nice stuff there. If I may ; I think the light is too hot / saturated if you check how the blue sky is. I still thinking you had a better lighting in your first version before you post-processed it, you had a whiter light which felt more natural and better. You should come back on this IMO ;)

    Good point. I made the sun more orange initially to try and bring some more color to the map because our textures were a bit washed out. Jakuza ended up just recoloring all of the textures. The lighting can now go back to the first, more accurate style for sure.

  • Roald
    • March 26, 2020 at 12:43 PM
    • #72

    Anubis update: https://imgur.com/a/UwsSpb6 (album) - moved T spawn to the left to decrease their timing into midle and canal - removed the grenade teleport on B and visually blocked the skybox brush - removed the boost on B - add a double door and some extra cover on midle - removed the sneaky corner on A main - moved the pillar on A short and added a broken wall to provide more solid structures and more devined areas and angles - simplified A upper by removing the plant box - some visual updates (double door is a experiment, will reskin/rework it to be less dust2ish)[Blocked Image: https://i.imgur.com/8a0Rwnv.jpg]

  • RadimaX
    • March 27, 2020 at 1:44 PM
    • #73

    I like the doors actually & was just curious how it could look like if brighter from this side:

  • Wintrius
    • April 1, 2020 at 1:05 AM
    • #74

    Congratulations! You guys deserved getting this in the game, and I'm happy for you all.

  • DutchCrazyGamer
    • April 1, 2020 at 9:38 AM
    • #75

    I just checked the steam discussions and people on mac seem to have problems with downloading the map: https://steamcommunity.com/app/730/discus…92024468092209/ .

  • blackdog
    • April 21, 2020 at 12:46 PM
    • #76
  • fewseb
    • August 16, 2020 at 7:50 AM
    • #77

    Ive been playing this map a lot lately and feel like the T-spawns are way too close together. Today I was dealt two teammates who liked to go afk frequently and the rest of us would end of getting stuck on them in the first second of the round.

    I feel like if you moved them about 16 units or so away from each other it would result in less bumper car movement without impacting the encounter timing too much.


  • snaulX
    • February 15, 2021 at 3:18 PM
    • #78

    Hello authors! I have a question. Can I use your models and textures for own map? And I need to put you how creators of models and textures in description or something else if I will using?

  • Roald
    • February 15, 2021 at 5:37 PM
    • #79
    Quote from snaulX

    2 hours ago, snaulX said: Hello authors! I have a question. Can I use your models and textures for own map? And I need to put you how creators of models and textures in description or something else if I will using?

    Check this out and yea giving credits would be a polite thing to do

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