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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.

 

2128444867_PIC1DECORATIONS.jpg.1f16b3c28d0a50aa5b3f9cead33b4f2d.jpg

 

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! :)

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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 ?

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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.

Edited by DMU222
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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

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  • 2 weeks later...

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 ;)

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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.

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  • 3 weeks later...

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)
8a0Rwnv.jpg

Edited by Roald
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