Wintrius Posted February 11, 2020 Report Share Posted February 11, 2020 Tatooine has never looked better. Interfearance 1 Link to comment Share on other sites More sharing options...
Serialmapper Posted February 13, 2020 Report Share Posted February 13, 2020 A very possible 1st place. Pleasant environment, good visibility, sunshine. Roald and Interfearance 2 Link to comment Share on other sites More sharing options...
zombi Posted February 19, 2020 Report Share Posted February 19, 2020 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! jd40 and Roald 2 Link to comment Share on other sites More sharing options...
Brakuren Posted February 23, 2020 Report Share Posted February 23, 2020 Link of Warowl playing this map: https://www.twitch.tv/videos/550949373?t=00h04m54s Roald 1 Link to comment Share on other sites More sharing options...
JorisCeoen Posted February 29, 2020 Report Share Posted February 29, 2020 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 jd40 and Roald 2 Link to comment Share on other sites More sharing options...
dmu Posted February 29, 2020 Report Share Posted February 29, 2020 (edited) 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 February 29, 2020 by DMU222 Roald and Lizard 1 1 Link to comment Share on other sites More sharing options...
Roald Posted March 1, 2020 Author Report Share Posted March 1, 2020 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 Squad, TelaF and JorisCeoen 2 1 Link to comment Share on other sites More sharing options...
Popular Post Roald Posted March 9, 2020 Author Popular Post Report Share Posted March 9, 2020 (edited) 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 Edited March 9, 2020 by Roald Serialmapper, ashton93, El_Exodus and 27 others 13 17 Link to comment Share on other sites More sharing options...
JorisCeoen Posted March 10, 2020 Report Share Posted March 10, 2020 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 Roald 1 Link to comment Share on other sites More sharing options...
El Moroes Posted March 10, 2020 Report Share Posted March 10, 2020 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 Roald and Radix 2 Link to comment Share on other sites More sharing options...
jd40 Posted March 10, 2020 Report Share Posted March 10, 2020 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. El Moroes 1 Link to comment Share on other sites More sharing options...
Roald Posted March 26, 2020 Author Report Share Posted March 26, 2020 (edited) 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) Edited March 26, 2020 by Roald Serialmapper, Radu, DutchCrazyGamer and 4 others 6 1 Link to comment Share on other sites More sharing options...
RadimaX Posted March 27, 2020 Report Share Posted March 27, 2020 (edited) I like the doors actually & was just curious how it could look like if brighter from this side: Edited March 27, 2020 by RadimaX Roald, jakuza, jd40 and 2 others 5 Link to comment Share on other sites More sharing options...
Wintrius Posted April 1, 2020 Report Share Posted April 1, 2020 Congratulations! You guys deserved getting this in the game, and I'm happy for you all. DutchCrazyGamer, FMPONE, Lizard and 1 other 1 3 Link to comment Share on other sites More sharing options...
DutchCrazyGamer Posted April 1, 2020 Report Share Posted April 1, 2020 I just checked the steam discussions and people on mac seem to have problems with downloading the map: https://steamcommunity.com/app/730/discussions/0/2143092024468092209/ . Mitch Mitchell and Roald 1 1 Link to comment Share on other sites More sharing options...
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