Use a SunSpreadAngle of 0 and emphasise the transition between light and shadow wherever possible to make the sunlight look brighter
Consider using a more orange-red sunlight colour than would normally be considered acceptable (look at this list for what Valve typically uses, cp_well is about on the upper limit of an acceptable level of orangeness)
Use a very blue sky (e.g. sky_hydro_01 or sky_desert_01) and a very blue ambient light colour since they go well with bright sunlight - example ambient light: 156 178 255 250 (from tc_hydro)
Choose your textures carefully. pl_upward has the brightest sunlight of any map in the game, but it might not feel like it, because it uses really muted, greyish textures...
Use a SunSpreadAngle of 0 and emphasise the transition between light and shadow wherever possible to make the sunlight look brighter
Consider using a more orange-red sunlight colour than would normally be considered acceptable (look at this list for what Valve typically uses, cp_well is about on the upper limit of an acceptable level of orangeness)
Use a very blue sky (e.g. sky_hydro_01 or sky_desert_01) and a very blue ambient light colour since they go well with bright sunlight - example ambient light: 156 178 255 250 (from tc_hydro)
Choose your textures carefully. pl_upward has the brightest sunlight of any map in the game, but it might not feel like it, because it uses really muted, greyish textures. cp_gravelpit is a similar story. Choosing white and brownish-reddish textures helps to emphasise your sunlight.
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