de Apollo by elegyoficaros

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Map Info

  • 0 ratings
  • 1269 views
  • 194 downloads
  • added Thu Oct 19th 2006
  • updated Thu Oct 19th 2006
  • more content for: Counter Strike Source

Map Description

Background
"Underground sources say that the curator of The Sanctuary of Apollo, an important Mediterranean archaeological park/museum, has allegedly borrowed money from the local Mafia to finance a new exhibit. The Mafia family has accused the museum of refusing to repay their loan, and has subsequently sent in threats to the members of the museum's administration. It is feared that the Mafia intends to bomb a part of the museum to avenge their betrayal."

About the Map:
de Apollo is a medium-sized demolition map arranged in a 'four-square' layout. The major areas are as follows:

Museum Entrance- CT Spawn
Roman Basilica - Bomb A
Street and Coutyard - Central connection to all areas
Museum Gallery - Bomb B
Roman Ruins - T Spawn

For more info contact me at:
elegyoficaros@gmail.com

Discussion

Posted by midkay on Tue Oct 10th 2006 at 3:55am

Pretty much agree with the above, I just wanted to ask - are you sure you don't have a leak in the level? Something about the lighting seems off to me; dark areas are kinda too-dark (and not in just a high-contrast way, but like, it literally looks like no light is bouncing around, as is the case if you have a leak). In the first shot you can see that no light at all bounces back into the recessed area; it's pitch black in there. If you're sure there's no leak I'd suggest adding some more ambient light. Something about the lighting just seems off to me, though, and I'm betting it's a leak.
Posted by reaper47 on Mon Oct 9th 2006 at 5:40pm

Wow, this is quite wild mix of styles. I love the architecture of Petra but I don't quite see how you merged it with the rest of the map? Is this like a theme park of famous archeological places?

Anyway, tha map certainly works on the atmosphere part! :biggrin:

The third shot needs to get re-textured. They don't fit. Also the lighting is too bright.

First shot looks very cool and monumental but the rocks need to be tweaked they look 100% artificial. Try scaling up the texture resolution (yes, until it looks "unsharp" when you stand in front of it. It makes the repeating of the texture less apparent. The sand can go. And try making it much higher.

Good ideas, so far, but you need some tweaking to make them shine! :smile: Keep it up.
Posted by $loth on Mon Oct 9th 2006 at 10:27am

Holy s*it that's so nice!

What's the fps like in the first screen shot? The lighting fit's right in, a lovely glow.

In the third screenshot however, the walls repeat to much. Break them up somehow is what I would suggest.

I look forward to seeing this finished :biggrin: