Try putting a warm colored (and sublte) ambient light in the front. It doesn't need an actual light source. The sunlight color is a good start. For ambient lights like that, I'll usually use the middle of my light_environment's light color, and ambient color.
Nevermind! Didn't think about the contrast luring players over to it for no good reason! (looks great though!)
You can also upload a screenshot privately to your steam profile, then get the full size link (it's something with "http://images.akamai.steamusercontent.com/ugc/" int it) and add it into your post.
Yes, I know, I didn't start mapping last night. I plan on adding some rather exciting height variations in the later half of the map and leaving the "BLU-to-A" area much blander in comparison, but I'll probably throw some more height variation in there to spice it up a bit.
I know this is TF2Maps, but making CsGo maps is quite fun! Back in February, I posted this map on the workshop for me and my friends to play around on and have fun with, and in August someone I didn't know came to me telling me he had tons of feedback for the map. I finally got around to updating the map, and probably the most noticeable changes being how I slapped some WiP textures down and made the lighting look better. The lighting is based off of de_sparity's lighting, but will most likely change when I get into the detailing stage. You can subscribe to the map here: http://steamcommunity.com/sharedfiles/filedetails/?id=603799765 . Feel free to load up a lobby with your friends, play around on it, and send me some feedback. Thanks!
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