cp_sunshine_rc9
A 5cp map that uses a simple but effective layout to encourage fluid pushing and quick fights between points.
Upvote Sunshine on the Steam Maps Workshop!
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DOWNLOADS
TF2Maps Download: http://tf2maps.net/resources/sunshine.47/download?version=1512
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FAQ:
Q: "I'm getting weird missing textures!"
A: If you get the mysterious missing textures glitch or the wireframe models glitch, a guaranteed fix for the user session is to restart tf2. I've had this happen on occasion with other maps - it's related to the Source engine and sv_pure 2. Not much I can do about it. Even some official maps suffer from it happening seemingly at random or on reload.
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Older versions:
-- links are dead, no plan to reupload as of now --
If there are any problems at all that impact the play of the map, such as exploits, clipping errors or missing textures, please report them! Otherwise, have fun!
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Screenshots:
https://dl.dropboxusercontent.com/u/84556731/sunshine/1.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/3.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/4.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/5.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00007.jpg
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rc9 changelog from rc8:
• reduced file size drastically (repacking!)
• increased performance, optimization, and FPS across the map
• can't stand on wooden palette on last to see over boxes into lobby anymore
• clipping on structure behind last point refined
• aligned texture on metal beams above last
• changed all models/props_spytech/computer_wall03.mdl to *_wall04
• added one wooden palette to block slim sightline from last spawn
• moved medium ammo on low ground on last back to old spot
• refined displacements on mid
• removed two lights at flower in valley
• removed shadows on wood doors
• removed benches right outside of spawn
• clipped off a hiding spot in lobby
• extended high platform in valley towards mid slightly
• added box near high platform in valley to allow scouts to jump
• widened wooden ramp up to mid platform slightly
• expanded high ground next to lighthouse slightly
• filled in gap underneath wooden stairs next to mid forward spawn
• fixed a case where you could see the nodraw side of a brush
• extended the high ground near the staircase near choke on last by about 48 u
• fixed spectator cam on BLU last being linked to the RED last point instead of BLU
• added spectator cameras on second
• removed props in scaffolding under roof in lower lobby (above the healthkit used in rollout)
• removed tiled “brick” props on blu side near flowers and mid
• removed unnecessary brushwork on ceiling through cafe
• removed garbage props in cafe
• removed smaller arch doorway detail bits nearby pack on second and in flowers
• detailed the mid building some more – everything is blockbulleted and clipped, don't worry
• optimization pass, lots of hinting
• massive prop fade pass
• lighting changeups, less blinding whites now
[b][size=16]cp_sunshine_rc9[/size][/b]
A 5cp map that uses a simple but effective layout to encourage fluid pushing and quick fights between points.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=454138250]Upvote Sunshine on the Steam Maps Workshop![/url]
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[b][size=14][u]DOWNLOADS[/u][/size][/b]
TF2Maps Download: http://tf2maps.net/resources/sunshine.47/download?version=1512
—————————————
[u]FAQ:[/u]
Q: [b]"I'm getting weird missing textures!"[/b]
A: If you get the mysterious missing textures glitch or the wireframe models glitch, a guaranteed fix for the user session is to restart tf2. I've had this happen on occasion with other maps - it's related to the Source engine and sv_pure 2. Not much I can do about it. Even some official maps suffer from it happening seemingly at random or on reload.
—————————————
Older versions:
-- links are dead, no plan to reupload as of now --
If there are any problems at all that impact the play of the map, such as exploits, clipping errors or missing textures, please report them! Otherwise, have fun!
—————————————
Screenshots:
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/1.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/3.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/4.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/5.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00007.jpg[/img]
—————————————
rc9 changelog from rc8:
• reduced file size drastically (repacking!)
• increased performance, optimization, and FPS across the map
• can't stand on wooden palette on last to see over boxes into lobby anymore
• clipping on structure behind last point refined
• aligned texture on metal beams above last
• changed all models/props_spytech/computer_wall03.mdl to *_wall04
• added one wooden palette to block slim sightline from last spawn
• moved medium ammo on low ground on last back to old spot
• refined displacements on mid
• removed two lights at flower in valley
• removed shadows on wood doors
• removed benches right outside of spawn
• clipped off a hiding spot in lobby
• extended high platform in valley towards mid slightly
• added box near high platform in valley to allow scouts to jump
• widened wooden ramp up to mid platform slightly
• expanded high ground next to lighthouse slightly
• filled in gap underneath wooden stairs next to mid forward spawn
• fixed a case where you could see the nodraw side of a brush
• extended the high ground near the staircase near choke on last by about 48 u
• fixed spectator cam on BLU last being linked to the RED last point instead of BLU
• added spectator cameras on second
• removed props in scaffolding under roof in lower lobby (above the healthkit used in rollout)
• removed tiled “brick” props on blu side near flowers and mid
• removed unnecessary brushwork on ceiling through cafe
• removed garbage props in cafe
• removed smaller arch doorway detail bits nearby pack on second and in flowers
• detailed the mid building some more – everything is blockbulleted and clipped, don't worry
• optimization pass, lots of hinting
• massive prop fade pass
• lighting changeups, less blinding whites now
The sight lines look to big imo, otherwise it looks pretty cool.
The sight lines look to big imo, otherwise it looks pretty cool.
kwahlsterThe sight lines look to big imo, otherwise it looks pretty cool.
From the tests I've had so far they shouldn't be too much of a problem, most of them are in places that can be spammed out and that don't cover all the exits.
But hey, that isn't for certain and I'll certainly be looking for ways to correct them if they introduce issues.
[quote=kwahlster]The sight lines look to big imo, otherwise it looks pretty cool.[/quote]
From the tests I've had so far they shouldn't be too much of a problem, most of them are in places that can be spammed out and that don't cover all the exits.
But hey, that isn't for certain and I'll certainly be looking for ways to correct them if they introduce issues.
Looks pretty nice. Keep up the good work!
Looks pretty nice. Keep up the good work!
is very good and probably better than derecho. mid & 3-2 is very process-y + cool. 2-1 will be interesting...
is very good and probably better than derecho. mid & 3-2 is very process-y + cool. 2-1 will be interesting...
Another Phi map <3
Edit: why can't you get onto the higher pipe on last, very misleading and I'd like to sit up there
Edit Edit:
http://cloud-2.steampowered.com/ugc/884117862398869049/45BE7F3D2D4699830735F7685E72DB1BF90BC052/
I'm no pro jumper, but that looks like potential for some krazy roamer rollouts
http://cloud.steampowered.com/ugc/884117862398934985/A9B59A67CB91AAC39C3FED151602B4B7831CCF84/
When I saw this I thought sniper, you can just headshit on anyone entering last and there is no cover
Also, It's possible to open the spawn doors as the other team (At least it is on red side)
Another Phi map <3
Edit: why can't you get onto the higher pipe on last, very misleading and I'd like to sit up there
Edit Edit:
[img]http://cloud-2.steampowered.com/ugc/884117862398869049/45BE7F3D2D4699830735F7685E72DB1BF90BC052/[/img]
I'm no pro jumper, but that looks like potential for some krazy roamer rollouts
[img]http://cloud.steampowered.com/ugc/884117862398934985/A9B59A67CB91AAC39C3FED151602B4B7831CCF84/[/img]
When I saw this I thought sniper, you can just headshit on anyone entering last and there is no cover
Also, It's possible to open the spawn doors as the other team (At least it is on red side)
gonna work on some rollout vids
gonna work on some rollout vids
map looks too big
meaning scout is probably too strong
havent played it though so this is purely conjecture
map looks too big
meaning scout is probably too strong
havent played it though so this is purely conjecture
Phrakturemap looks too big
meaning scout is probably too strong
havent played it though so this is purely conjecture
mid is as big as you think it is, second is ok, last granary sized
[quote=Phrakture]map looks too big
meaning scout is probably too strong
havent played it though so this is purely conjecture[/quote]
mid is as big as you think it is, second is ok, last granary sized
Soldier video:
http://www.youtube.com/watch?v=udYVSDU5RpQ
Btw the cap area on mid is massive, not sure if this was intended. I have an idea of what to do for a demo rollout but since i'm a rather poor demo jumper I might let someone who knows what they're doing do that one.
other things, there seems to be a missing texture on blu last
http://puu.sh/4eZb4.jpg
Soldier video:
[youtube]http://www.youtube.com/watch?v=udYVSDU5RpQ[/youtube]
Btw the cap area on mid is massive, not sure if this was intended. I have an idea of what to do for a demo rollout but since i'm a rather poor demo jumper I might let someone who knows what they're doing do that one.
other things, there seems to be a missing texture on blu last
[img]http://puu.sh/4eZb4.jpg[/img]
demo rollout:
http://www.youtube.com/watch?v=pDRt7mElGH0
the first jump can be a lot better than that, if you put the sticky on the wall you can avoid fall damage
demo rollout:
[youtube]http://www.youtube.com/watch?v=pDRt7mElGH0[/youtube]
the first jump can be a lot better than that, if you put the sticky on the wall you can avoid fall damage
:O
Everything's so tall! I can jump about everywhere; loving it already (though I've no idea how it plays). But plz, let me jump on that second pipe D:
:O
Everything's so tall! I can jump about everywhere; loving it already (though I've no idea how it plays). But plz, let me jump on that second pipe D:
Couple other ideas I had
http://puu.sh/4fK7N.jpg
Possibly remove these bars outside the spawn doors. Somewhat annoying to bump into and do not seem to serve a purpose that I have noticed.
http://puu.sh/4fKcF.jpg
Maybe cover up this little area, seems a bit silly to have it opened up.
http://puu.sh/4fKgL.jpg
Another area that could do with covering up imo
http://puu.sh/4fKk6.jpg
I think this area would need to be slightly deeper cause right now it's suicidal to go under.
http://puu.sh/4fKDm.jpg
I remember someone saying that this area was somewhat pointless and didnt really need to be this large. Would be nice to have maybe a small or medium healthpack and some ammo here though.
Couple other ideas I had
[img]http://puu.sh/4fK7N.jpg[/img]
Possibly remove these bars outside the spawn doors. Somewhat annoying to bump into and do not seem to serve a purpose that I have noticed.
[img]http://puu.sh/4fKcF.jpg[/img]
Maybe cover up this little area, seems a bit silly to have it opened up.
[img]http://puu.sh/4fKgL.jpg[/img]
Another area that could do with covering up imo
[img]http://puu.sh/4fKk6.jpg[/img]
I think this area would need to be slightly deeper cause right now it's suicidal to go under.
[img]http://puu.sh/4fKDm.jpg[/img]
I remember someone saying that this area was somewhat pointless and didnt really need to be this large. Would be nice to have maybe a small or medium healthpack and some ammo here though.
I think one of the things you need to consider right now is the size of the side/flank rooms between 2nd and mid. Feels like you're going for a process style with the choke in the middle and the flank rooms on each side, so I think you should take another look at process and see how the sewer and computer rooms on that map are so simple and not too big. The one that connects the crate area to the valley on 2nd looks fine in this regard, but the other side room looks just a little bit too big. One of the key things that Scorpio changed to the sewer area before the final versions was he removed all twists and turns and made it a simple room and I think that may help you there. Here's an idea to address this:
http://i.imgur.com/zv1Tk9y.jpg
Green box: You would reduce the size of the choke point hallway to about half of what it currently is, meaning the ramps would be much steeper, almost exactly like process is now. You may be uncomfortable just ripping off process, but I think your choke point is too gradual and it makes the connection between between mid and 2nd slightly awkward.
Pink box: By shrinking the choke you would be free to remove this much space from the side room, thus shrinking and simplifying it. You could just pull all the walls closer to mid, and the connecting door closer to mid the same amount (pink arrow).
Yellow box: This is going to be a very empty space so you might want to put something small over here.
One of the main problems I have with the connection between last and 2nd is due to the underground part, it has some problematic corners which I think would promote too much back capping, but I think the pit that leads down there just looks awesome and I would love to see it be even more useful, so my idea is to make it a bit closer to the point which should simplify it and eliminate hiding corners.
http://i.imgur.com/F76bXS8.jpg
So you would slide the whole pit closer to the 2nd point.
http://i.imgur.com/fK6GbIv.jpg
Which would move this entrance over in such a way that you could turn it into a more straightforward area with one less problematic corner. As far as I can tell this won't be much of a problem with sightlines into last either.
http://i.imgur.com/cS3neeV.jpg
It would be nice if this was a bit smoother to walk up toward the point.
http://i.imgur.com/eOwOJIM.jpg
I think that this platform should be moved forward and it would replace the wall as the cover/barrier as the attackers enter last. I think that pushing defensive positions a bit closer to the doors helps pull the defenders away from spawn, and allow for more of a forward holding position.
http://i.imgur.com/THestfM.jpg
A demo can sit in the spawn doors and put stickies over the wall onto the point from this position. I like that its possible for scouts/soldiers (heavies too btw) to wiggle their way over that wall onto the point though so I am not sure how to handle it, just wanted to point it out.
I think one of the things you need to consider right now is the size of the side/flank rooms between 2nd and mid. Feels like you're going for a process style with the choke in the middle and the flank rooms on each side, so I think you should take another look at process and see how the sewer and computer rooms on that map are so simple and not too big. The one that connects the crate area to the valley on 2nd looks fine in this regard, but the other side room looks just a little bit too big. One of the key things that Scorpio changed to the sewer area before the final versions was he removed all twists and turns and made it a simple room and I think that may help you there. Here's an idea to address this: [img]http://i.imgur.com/zv1Tk9y.jpg[/img]
Green box: You would reduce the size of the choke point hallway to about half of what it currently is, meaning the ramps would be much steeper, almost exactly like process is now. You may be uncomfortable just ripping off process, but I think your choke point is too gradual and it makes the connection between between mid and 2nd slightly awkward.
Pink box: By shrinking the choke you would be free to remove this much space from the side room, thus shrinking and simplifying it. You could just pull all the walls closer to mid, and the connecting door closer to mid the same amount (pink arrow).
Yellow box: This is going to be a very empty space so you might want to put something small over here.
One of the main problems I have with the connection between last and 2nd is due to the underground part, it has some problematic corners which I think would promote too much back capping, but I think the pit that leads down there just looks awesome and I would love to see it be even more useful, so my idea is to make it a bit closer to the point which should simplify it and eliminate hiding corners.
[img]http://i.imgur.com/F76bXS8.jpg[/img]
So you would slide the whole pit closer to the 2nd point.
[img]http://i.imgur.com/fK6GbIv.jpg[/img]
Which would move this entrance over in such a way that you could turn it into a more straightforward area with one less problematic corner. As far as I can tell this won't be much of a problem with sightlines into last either.
[img]http://i.imgur.com/cS3neeV.jpg[/img]
It would be nice if this was a bit smoother to walk up toward the point.
[img]http://i.imgur.com/eOwOJIM.jpg[/img]
I think that this platform should be moved forward and it would replace the wall as the cover/barrier as the attackers enter last. I think that pushing defensive positions a bit closer to the doors helps pull the defenders away from spawn, and allow for more of a forward holding position.
[img]http://i.imgur.com/THestfM.jpg[/img]
A demo can sit in the spawn doors and put stickies over the wall onto the point from this position. I like that its possible for scouts/soldiers (heavies too btw) to wiggle their way over that wall onto the point though so I am not sure how to handle it, just wanted to point it out.
[b]CP_SUNSHINE_A4B[/b] Released!
(Download changed from A4A to A4B due to fixes)
Download: https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_a4b.bsp.bz2
Changelog:
- Reworked a LOT of the 2nd point overall
- Changed the flank route to a more open, available route
- Shortened main choke
- Simplified other routes from 2nd to mid
- Smaller capzone on mid
- Better and more smooth clipping and routes around and under point
- Pit at second moved closer to the point
- Underground route straightened out a bit
- Platform at last extended out a bit
- Spawntimes changed slightly
- More deer
- Various other little things
- General optimization
SCREENSHOTS!
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-09-03_00001.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-09-03_00002.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-09-03_00003.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-09-03_00004.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-09-03_00005.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-09-03_00006.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-09-03_00007.jpg[/img]
SUCH A GOOD MAP UR THE BEST PHI
SUCH A GOOD MAP UR THE BEST PHI
On the 2nd point there is a slight inconsistency. Red side has a ramp from the ground up to the balcony while the blue side does not. Personally I think it should not be there, as you have the blue side currently.
On the 2nd point there is a slight inconsistency. Red side has a ramp from the ground up to the balcony while the blue side does not. Personally I think it should not be there, as you have the blue side currently.
http://puu.sh/4iN4b.jpg
Broken texture in reds forward spawn at mid.
http://puu.sh/4iNaD.jpg
Some kind of lighting error under the prop? It is on blue side as well
Overall a4a is looking really good and can't wait to playtest it this weekend.
[img]http://puu.sh/4iN4b.jpg[/img]
Broken texture in reds forward spawn at mid.
[img]http://puu.sh/4iNaD.jpg[/img]
Some kind of lighting error under the prop? It is on blue side as well
Overall a4a is looking really good and can't wait to playtest it this weekend.
i wish they will use this on afl pugs
i wish they will use this on afl pugs
Fixed. cp_sunshine_a4b
https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_a4b.bsp.bz2
Every issue brought up above and a few more are now fixed. If anything still is weird/doesn't work feel free to tell me. There should be some reeeeally cool jumps you can do on the map now, haha.
Fixed. cp_sunshine_a4b
https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_a4b.bsp.bz2
Every issue brought up above and a few more are now fixed. If anything still is weird/doesn't work feel free to tell me. There should be some reeeeally cool jumps you can do on the map now, haha.
Also, a quick note to the people who made rollout videos: the rollout might have changed in this version, as I completely changed one of the routes to mid - demo rollouts seem to be very smooth through that route and there could probably be a few spectacular roamer ones as well. I'm experimenting right now, seems like there are a lot of possibilities.
Also, a quick note to the people who made rollout videos: the rollout might have changed in this version, as I completely changed one of the routes to mid - demo rollouts seem to be very smooth through that route and there could probably be a few spectacular roamer ones as well. I'm experimenting right now, seems like there are a lot of possibilities.
I probably won't have time to work on new videos tonight, maybe tomorrow.
I probably won't have time to work on new videos tonight, maybe tomorrow.
I really like this map, don't stop updating it even if you don't see it played in esea soon. I think this map will be the new process!
I really like this map, don't stop updating it even if you don't see it played in esea soon. I think this map will be the new process!
http://puu.sh/4jh7a.jpg
Would be incredible if you could remove that part or make it somewhat higher. Doesnt seem to serve much purpose besides decimating jumps.
http://www.youtube.com/watch?v=b2s-jN6-CY0
[img]http://puu.sh/4jh7a.jpg[/img]
Would be incredible if you could remove that part or make it somewhat higher. Doesnt seem to serve much purpose besides decimating jumps.
[youtube]http://www.youtube.com/watch?v=b2s-jN6-CY0[/youtube]
the lobby area between 2nd and last is too complicated, you should remove some of the connectors or just expand some of the rooms into each other
mainly talking about this area
http://i.imgur.com/hH4wOTr.jpg
the lobby area between 2nd and last is too complicated, you should remove some of the connectors or just expand some of the rooms into each other
mainly talking about this area
[img]http://i.imgur.com/hH4wOTr.jpg[/img]
Got the chance to test this map with numlocked and SteveyJJ =)
What i didn
Got the chance to test this map with numlocked and SteveyJJ =)
What i didn
Just tested it out, some things massively stood out.
When you're attacking last you have crazy short spawns so you can sack people in forever and still defend your 4th point. Extending the spawn time would make it easier to push out from last and stop this.
Last point takes so long to cap, and there's nowhere to push the defending team to, that you just have to go for frags every time. Reducing spawn time or making the cap point somewhere further forward so that you could force the defending team away from the point would help.
Just tested it out, some things massively stood out.
When you're attacking last you have crazy short spawns so you can sack people in forever and still defend your 4th point. Extending the spawn time would make it easier to push out from last and stop this.
Last point takes so long to cap, and there's nowhere to push the defending team to, that you just have to go for frags every time. Reducing spawn time or making the cap point somewhere further forward so that you could force the defending team away from the point would help.
SideshowWhen you're attacking last you have crazy short spawns so you can sack people in forever and still defend your 4th point. Extending the spawn time would make it easier to push out from last and stop this.
This is a bug, Phi said it would be fixed in the next version.
[quote=Sideshow]When you're attacking last you have crazy short spawns so you can sack people in forever and still defend your 4th point. Extending the spawn time would make it easier to push out from last and stop this.[/quote]
This is a bug, Phi said it would be fixed in the next version.
I don't know if this is a stupid idea, but I think it'd be really cool if the church bell on mid could move and ring if you hit it with explosive damage.
I don't know if this is a stupid idea, but I think it'd be really cool if the church bell on mid could move and ring if you hit it with explosive damage.