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  4. [CS:GO] Exotic Places Mapping Contest

[WIP][DE] Antiquity

  • illG
  • September 1, 2019 at 3:23 PM
  • illG
    • September 1, 2019 at 3:23 PM
    • #1

    Hello, everyone!

    This is my entry to this contest. Had to pause current project, to make something exotic. Map is situated in Georgia, somewhere in old Tbilisi. Made some art to get feeling of the place I am making. Haven't posted to workshop yet, play-test version soon.

    P.S. Sorry for bad quality of pictures.

    Spoiler

    Spoiler

    Spoiler

    Spoiler

  • illG
    • September 2, 2019 at 9:27 PM
    • #2

    Middle in current state.

    Currently I am experimenting with lighting color theme and brightness of level.

    Guys, how do you like sunset theme or is it better to go with mainstream daylight with crisp shadows?

  • cruptor
    • September 2, 2019 at 9:28 PM
    • #3

    i think the orange tint from the sun definitely helps your more gray textures.. aslong you have no super dark spots it should be fine

  • illG
    • September 18, 2019 at 11:38 PM
    • #4

    Early stage of A Site.

  • xsanE-
    • September 21, 2019 at 10:41 AM
    • #5

    Nice!

  • illG
    • September 21, 2019 at 5:52 PM
    • #6

    Updated A site.

    Made some visuals on A site and fixed some angles that were too narrow. Added a pit-like spot for interesting gameplay.

    There are 2 entrances to site now. I am considering adding a boost option or some kind of doorway as a third.

    Spoiler

  • Interfearance
    • September 21, 2019 at 6:07 PM
    • #7

    I say sunset. On top of looking good, everyone is probably sick of broad daylight maps.

  • mtchromatic
    • September 21, 2019 at 6:09 PM
    • #8
    Quote from Interfearance

    1 minute ago, Interfearance said: I say sunset. On top of looking good, everyone is probably sick of broad daylight maps.

    B-b-b-but 3kliksphilip said maps have to be sunny to be good??

  • illG
    • September 21, 2019 at 6:43 PM
    • #9
    Quote from mtchromatic

    29 minutes ago, mtchromatic said: B-b-b-but 3kliksphilip said maps have to be sunny to be good??

    Sun adds bright lighting to walls that is good for visibility, but I am trying to make shadows bright enough to make lighting unusual (exotic). When there is no crisp shadows, you don't have to worry about player model shadows that only others can see.

  • illG
    • November 26, 2019 at 4:38 PM
    • #10

    Some screenshots of progress at B site.

  • Lizard
    • November 26, 2019 at 7:07 PM
    • #11
    Quote from Tynnyri

    12 minutes ago, Tynnyri said: When taking single screenshots, your FPS doesn't matter. Just crank the game to full settings, getting a low fps doesn't matter because it doesn't translate to the still images. I really can't tell if you're using CS:S textures and models or high quality ones. Other than the screenshots, the map is way too bright for the skybox. The shadows in the map are brighter than the sky. Usually in real life the opposite is true. Do you have a wrong sun position as well? I can literally see the sun in the skybox in many images but no light being cast to the buildings? Also the street lamps are WAY too intensive. Use wide-angle spotlights with low-intensity lights next to them to get the look of a lamp without making nuclear explosion to every surface near them. The reason the lights look underwhelming when less powerful is because even in shadow, the whole map is already lit up. But don't get discouraged, the theme and brushwork are awesome, even in low resolution.

    PROTIP

    When sky is cloudy there is no hard shadows at all.

    He has a cloudy skybox with sun set which boost the "no shadows" effect since the angle from the sun is so low.

  • fewseb
    • November 26, 2019 at 7:59 PM
    • #12
    Quote from Tynnyri

    1 hour ago, Tynnyri said: When taking single screenshots, your FPS doesn't matter. Just crank the game to full settings, getting a low fps doesn't matter because it doesn't translate to the still images. I really can't tell if you're using CS:S textures and models or high quality ones. Other than the screenshots, the map is way too bright for the skybox. The shadows in the map are brighter than the sky. Usually in real life the opposite is true. Do you have a wrong sun position as well? I can literally see the sun in the skybox in many images but no light being cast to the buildings? Also the street lamps are WAY too intensive. Use wide-angle spotlights with low-intensity lights next to them to get the look of a lamp without making nuclear explosion to every surface near them. The reason the lights look underwhelming when less powerful is because even in shadow, the whole map is already lit up. But don't get discouraged, the theme and brushwork are awesome, even in low resolution.

    Why is your first instinct when replying to someone is to be as mean spirited and spiteful as possible. You know normally people dont lay into someone when all they're showing is low quality WIP screenshots. Maybe you dont mean it to come off that way, but it does. You never post anything nice, you never say you like something which is fine normally but when you talk about what you dont like your immediately turn it up to an 11 and start blasting them like their some life long enemy thats deserves a good put down. Nearly every single reply youve ever written is just mean spirited criticism of WIP lighting and props.


    Right here this how youre "feedback" reads

    Spoiler

    -Your screenshots are bad, I cant tell if this css or not, do it better.

    -Lighting sucks, do it over

    -Skybox isnt right, do it over

    -Your streetlamps lighting looks like ass do it my way.

    -Oh its all ok though keep trying, even though your using low restextures Im sure someday youll get somewhere near my level


    Heres how most people would have wrote your criticism

    Spoiler

    -Hey when your taking screenshots, make sure to turn up all the video setting sot high so we can see the image clearer. You might also want to disable the hud and view model

    -Youre shadows are looking slightly off, seems like they might be brighter then the sky color. Usually shadows are darker then the current color of the sky. You might want to look into some real life examples of lighting to get it better.

    -Your current skybox texture doesnt match the sun angle, you might want to look into that before you move on to further lighting.

    -The lighting entities for most of the wall lights seem to be a bit intense for the theme of the map, you might want to tone down the brightness and tint the color a little. You might also want to try a light_spot with a wider angle to make them look more like lamps.

    -Overall though the theme is pretty good and you seem to be improving rapidly, I hope to see how well this turns out.


    and even then half of that is just nothing feedback. Of course the lighting is going to be off when the map is still early in its art pass. The skybox doesnt have to line up when there are still dev textures and lighting experiments going on. Point being be a little more concise and less abrasive when giving feedback to someone.

    Spoiler But don't get discouraged, your comments and criticism are wanted, even if they're not very good.

  • fewseb
    • November 26, 2019 at 11:07 PM
    • #13
    Quote from Tynnyri

    2 hours ago, Tynnyri said: This guy has awesome project going on and it always pains me when someone tries to do some "le epic roast"

    Your comments consist entirely of wannabe roasts, if you dont want people "corrupting" this guys project, dont be such a bell-end to him in the first place.


    Quote from Tynnyri

    2 hours ago, Tynnyri said: BTW did you notice this awesome building on A site?http:///monthly_2019_11/image.png.c47cecfa81c586a6ba560eb1f137e5d9.png

    Yes its very nice, too bad you didnt mention how much you liked it when you were spitting on this guys WIP screenshots.

  • MikeGon
    • November 27, 2019 at 12:42 AM
    • #14
    Quote from Tynnyri

    4 hours ago, Tynnyri said: -Oh its all ok though keep trying, even though your using low restextures Im sure someday youll get somewhere near my level

    Wowww someone needs to do a good deep introspection

  • FMPONE
    • November 27, 2019 at 1:32 AM
    • #15

    There are two people in this thread who are consistently annoying. You two are on thin ice.

    Be considerate. Stay on topic. Be constructive to a fault. Or we will show you the door.

    If you want to report issues with another user, go to the mods. The way it was handled here comes across as petty.

  • ExtraCheesyPie
    • November 28, 2019 at 4:05 AM
    • #16

    this looks really cool. Have you tested the layout yet?

  • JackT
    • November 28, 2019 at 5:31 AM
    • #17

    Is this on the workshop?

  • illG
    • December 22, 2019 at 12:39 PM
    • #18

    Finally got myself a new PC to work with. Compile times are like 5x faster and I can afford to take 4K, max quality screens. So enjoy the new, hi-res quality screenshots... I try to use hi-res textures as much as possible.

  • zombi
    • December 24, 2019 at 2:55 PM
    • #19

    I like the atmosphere you have achieved on 1 and 2 screenshots. Third area looks weird to me.

  • illG
    • December 25, 2019 at 3:30 PM
    • #20

    Currently working on A site, made a bell tower as a landmark for A site. Can be seen almost across the map.

    After finishing work on site A, I'll do some optimization. After optimization process, I'll upload a playable version of the map.


    P.S.

    I removed "nuclear explosion" lights.

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