TwinqeI 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.
isn't there a cs map where there's a bell that does this and it's annoying as hell?
[quote=Twinqe]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.[/quote]
isn't there a cs map where there's a bell that does this and it's annoying as hell?
http://www.youtube.com/watch?v=etVgSzewa4I&feature=youtu.be
This is another demo rollout, it's still being processed at the moment.
http://www.youtube.com/watch?v=etVgSzewa4I&feature=youtu.be
This is another demo rollout, it's still being processed at the moment.
Here's a demo from Bosh's PUGs (http://logs.tf/88740)
http://www.mediafire.com/download/4e85pp6d78eswc0/Bosh_PUGs_cp_sunshine_a4b.dem
Starts at tick 83625.
Everyone felt the map was far too big.
The lobby/passages between second and last are too large and confusing.
Sniper was too strong at second and middle because of sight lines and the scale of the map.
Middle and second are both too large.
The final control point caps too slow.
I think it has potential if everything is scaled down 30-40%.
Here's a demo from Bosh's PUGs (http://logs.tf/88740)
http://www.mediafire.com/download/4e85pp6d78eswc0/Bosh_PUGs_cp_sunshine_a4b.dem
Starts at tick 83625.
Everyone felt the map was far too big.
The lobby/passages between second and last are too large and confusing.
Sniper was too strong at second and middle because of sight lines and the scale of the map.
Middle and second are both too large.
The final control point caps too slow.
I think it has potential if everything is scaled down 30-40%.
played this map in a rayspug tonight, it was really fun and played really well!
played this map in a rayspug tonight, it was really fun and played really well!
Causticplayed this map in a rayspug tonight, it was really fun and played really well!
Was in the same pug ^^ (http://sizzlingstats.com/stats/64909). Anything that was wrong with it was already previously stated. Emphasis on the difficulty to push out of last due to the amount of entrances/exits and the time it takes to cap second/last. Otherwise, pretty fun and entertaining.
[quote=Caustic]played this map in a rayspug tonight, it was really fun and played really well![/quote]
Was in the same pug ^^ (http://sizzlingstats.com/stats/64909). Anything that was wrong with it was already previously stated. Emphasis on the difficulty to push out of last due to the amount of entrances/exits and the time it takes to cap second/last. Otherwise, pretty fun and entertaining.
I was on the losing team of that pug - it's a beautiful map and has fun architecture, but I feel like the lobby between last and 2nd has way too many entrances to ever allow defenders to push out. We defended at least 6 or 7 last pushes one round but were unable to push back out. You're also extremely susceptible to being sniped throughout the map, especially at mids and defending last.
I also think that the cap times on last are too long and the map felt a bit too big in general. I think it's a really exciting map and has some great potential but those are just some of my thoughts from having pugged it.
I was on the losing team of that pug - it's a beautiful map and has fun architecture, but I feel like the lobby between last and 2nd has way too many entrances to ever allow defenders to push out. We defended at least 6 or 7 last pushes one round but were unable to push back out. You're also extremely susceptible to being sniped throughout the map, especially at mids and defending last.
I also think that the cap times on last are too long and the map felt a bit too big in general. I think it's a really exciting map and has some great potential but those are just some of my thoughts from having pugged it.
I did some jumping and i found these rollouts;
http://youtu.be/NzWkVvKmed0
No sound, cuz fuk u youtube...
Just did this in few min so not the best rollouts just some possibilities.
The first clip could be practical if the big health kit was closer, i dont know where you would have to put it, maybe a small healthpack under the stairs and not under the point.
Second clip was just for fun lol
The 3rd clip/rollout could work if you land on the small health kit with 100 health, could be dangerous though.
4th clip is same as the 3rd one but worse, lol
5th clip is just a better version of 2.
Also on solly;
http://youtu.be/KRtUvrkpoVg
Maybe change so you can do fast rollout with solly?
Just giving suggestions :)
I did some jumping and i found these rollouts;
[youtube]http://youtu.be/NzWkVvKmed0[/youtube] No sound, cuz fuk u youtube...
Just did this in few min so not the best rollouts just some possibilities.
The first clip could be practical if the big health kit was closer, i dont know where you would have to put it, maybe a small healthpack under the stairs and not under the point.
Second clip was just for fun lol
The 3rd clip/rollout could work if you land on the small health kit with 100 health, could be dangerous though.
4th clip is same as the 3rd one but worse, lol
5th clip is just a better version of 2.
Also on solly; [youtube]http://youtu.be/KRtUvrkpoVg
[/youtube]
Maybe change so you can do fast rollout with solly?
Just giving suggestions :)
Can you still place a sentry at last and have it cover all 3 doors?
Can you still place a sentry at last and have it cover all 3 doors?
It looks OK, I'm not a huge fan of the sightlines, or the wall textures. Reminds me too much of orange, probably will be favored sniper map...
It looks OK, I'm not a huge fan of the sightlines, or the wall textures. Reminds me too much of orange, probably will be favored sniper map...
StaticVoidIt looks OK, I'm not a huge fan of the wall textures. Reminds me too much of orange, probably will be favored sniper map...
Still in development, will be changed in later versions.
[quote=StaticVoid]It looks OK, I'm not a huge fan of the wall textures. Reminds me too much of orange, probably will be favored sniper map...[/quote]
Still in development, will be changed in later versions.
CaspianEveryone felt the map was far too big.
The lobby/passages between second and last are too large and confusing.
Sniper was too strong at second and middle because of sight lines and the scale of the map.
Middle and second are both too large.
The final control point caps too slow.
I think it has potential if everything is scaled down 30-40%.
Sunshine's mid is 1932x1792, and its second is 1632x1712. Process' mid is 2048x2048, and its second is 2168x1152, approximately. I see where you're going with the "too huge" thing but I don't feel like the ENTIRE map is huge, only certain areas (that I will try and scale down).
Sniper is a problem, slightly, although most of the sightlines aren't a big issue - besides the one peeking all the way from second through choke onto mid. That one will have to be fixed.
Yes, the final control point caps too slow. That's an easy fix, I've already changed the value for the next version.
MeematI was on the losing team of that pug - it's a beautiful map and has fun architecture, but I feel like the lobby between last and 2nd has way too many entrances to ever allow defenders to push out. We defended at least 6 or 7 last pushes one round but were unable to push back out. You're also extremely susceptible to being sniped throughout the map, especially at mids and defending last.
I also think that the cap times on last are too long and the map felt a bit too big in general. I think it's a really exciting map and has some great potential but those are just some of my thoughts from having pugged it.
Last lobby is probably the maps' weakest point - and as such, I am scheduling a redesign for a5. Expect the lobby to be less complicated, and expect last to (hopefully) be easier to push out of. The respawn times were bugged out too, which was probably a factor in that as well. I'll be changing all that around.
DamnEasyMaybe change so you can do fast rollout with solly?
Yeah, I'll either remove that block altogether or make it a lot higher so that the fast rollout is easier to do.
StaticVoidIt looks OK, I'm not a huge fan of the sightlines, or the wall textures. Reminds me too much of orange, probably will be favored sniper map...
The wall textures = alpha. It's not detailed because it's still a WIP!
Sightlines were addressed above, and although there are a few I think most of them are not an issue, due to the location and viability of the actual sightlines.
A5 will come soon, it will have a lot of redesigned areas - which will hopefully make the map even better. Thanks for all the testing and feedback!
[quote=Caspian]Everyone felt the map was far too big.
The lobby/passages between second and last are too large and confusing.
Sniper was too strong at second and middle because of sight lines and the scale of the map.
Middle and second are both too large.
The final control point caps too slow.
I think it has potential if everything is scaled down 30-40%.[/quote]
Sunshine's mid is 1932x1792, and its second is 1632x1712. Process' mid is 2048x2048, and its second is 2168x1152, approximately. I see where you're going with the "too huge" thing but I don't feel like the ENTIRE map is huge, only certain areas (that I will try and scale down).
Sniper is a problem, slightly, although most of the sightlines aren't a big issue - besides the one peeking all the way from second through choke onto mid. That one will have to be fixed.
Yes, the final control point caps too slow. That's an easy fix, I've already changed the value for the next version.
[quote=Meemat]I was on the losing team of that pug - it's a beautiful map and has fun architecture, but I feel like the lobby between last and 2nd has way too many entrances to ever allow defenders to push out. We defended at least 6 or 7 last pushes one round but were unable to push back out. You're also extremely susceptible to being sniped throughout the map, especially at mids and defending last.
I also think that the cap times on last are too long and the map felt a bit too big in general. I think it's a really exciting map and has some great potential but those are just some of my thoughts from having pugged it.[/quote]
Last lobby is probably the maps' weakest point - and as such, I am scheduling a redesign for a5. Expect the lobby to be less complicated, and expect last to (hopefully) be easier to push out of. The respawn times were bugged out too, which was probably a factor in that as well. I'll be changing all that around.
[quote=DamnEasy]Maybe change so you can do fast rollout with solly?[/quote]
Yeah, I'll either remove that block altogether or make it a lot higher so that the fast rollout is easier to do.
[quote=StaticVoid]It looks OK, I'm not a huge fan of the sightlines, or the wall textures. Reminds me too much of orange, probably will be favored sniper map...[/quote]
The wall textures = alpha. It's not detailed because it's still a WIP!
Sightlines were addressed above, and although there are a few I think most of them are not an issue, due to the location and viability of the actual sightlines.
A5 will come soon, it will have a lot of redesigned areas - which will hopefully make the map even better. Thanks for all the testing and feedback!
Please make this the last point: http://www.youtube.com/watch?feature=player_detailpage&v=waPD2MVyPHQ#t=32
(seriously, 5cp maps need more [all-class] surf ramps)
Please make this the last point: http://www.youtube.com/watch?feature=player_detailpage&v=waPD2MVyPHQ#t=32
(seriously, 5cp maps need more [all-class] surf ramps)
It's actually possible to do the soldier rollout under that block, you just don't go as high
It's actually possible to do the soldier rollout under that block, you just don't go as high
Phi
Sunshine's mid is 1932x1792, and its second is 1632x1712. Process' mid is 2048x2048, and its second is 2168x1152, approximately. I see where you're going with the "too huge" thing but I don't feel like the ENTIRE map is huge, only certain areas (that I will try and scale down).
Sniper is a problem, slightly, although most of the sightlines aren't a big issue - besides the one peeking all the way from second through choke onto mid. That one will have to be fixed.
Yes, the final control point caps too slow. That's an easy fix, I've already changed the value for the next version.
I don't think comparing map dimensions is a good way to assess the scale of a map. You also need to take into account the varying heights/levels that take time to climb.
Vilepickle always used to compare cp_follower's dimension to granary's dimensions but it was the heights/slopes that made follower feel gigantic.
Process is slightly too big for my taste, at least on medic. Large maps tend to be annoying as medic because you can't rocket jump/sticky jump/double jump everywhere.
[quote=Phi]
Sunshine's mid is 1932x1792, and its second is 1632x1712. Process' mid is 2048x2048, and its second is 2168x1152, approximately. I see where you're going with the "too huge" thing but I don't feel like the ENTIRE map is huge, only certain areas (that I will try and scale down).
Sniper is a problem, slightly, although most of the sightlines aren't a big issue - besides the one peeking all the way from second through choke onto mid. That one will have to be fixed.
Yes, the final control point caps too slow. That's an easy fix, I've already changed the value for the next version.
[/quote]
I don't think comparing map dimensions is a good way to assess the scale of a map. You also need to take into account the varying heights/levels that take time to climb.
Vilepickle always used to compare cp_follower's dimension to granary's dimensions but it was the heights/slopes that made follower feel gigantic.
Process is slightly too big for my taste, at least on medic. Large maps tend to be annoying as medic because you can't rocket jump/sticky jump/double jump everywhere.
CaspianPhi
Sunshine's mid is 1932x1792, and its second is 1632x1712. Process' mid is 2048x2048, and its second is 2168x1152, approximately. I see where you're going with the "too huge" thing but I don't feel like the ENTIRE map is huge, only certain areas (that I will try and scale down).
Sniper is a problem, slightly, although most of the sightlines aren't a big issue - besides the one peeking all the way from second through choke onto mid. That one will have to be fixed.
Yes, the final control point caps too slow. That's an easy fix, I've already changed the value for the next version.
I don't think comparing map dimensions is a good way to assess the scale of a map. You also need to take into account the varying heights/levels that take time to climb.
Vilepickle always used to compare cp_follower's dimension to granary's dimensions but it was the heights/slopes that made follower feel gigantic.
Process is slightly too big for my taste, at least on medic. Large maps tend to be annoying as medic because you can't rocket jump/sticky jump/double jump everywhere.
True, comparing dimensions is never a good way to get a sense of how the map plays out - one has to take into account the actual layout, playable space, effective "sides" of the mid/arena, etc. The only reason I made that comparison was to compare sizes so that people could get a sense of how the dimensions and actual scale can be related to another more known map.
I get a sense that some people think the mid is too big, but then again, I've had feedback that the mid is too small in certain areas. I think for now I'll be keeping the mid the same general size as it is (maybe making a few areas smaller), and reworking a bit of second to encourage holding the point without actually standing on top of it.
[quote=Caspian][quote=Phi]
Sunshine's mid is 1932x1792, and its second is 1632x1712. Process' mid is 2048x2048, and its second is 2168x1152, approximately. I see where you're going with the "too huge" thing but I don't feel like the ENTIRE map is huge, only certain areas (that I will try and scale down).
Sniper is a problem, slightly, although most of the sightlines aren't a big issue - besides the one peeking all the way from second through choke onto mid. That one will have to be fixed.
Yes, the final control point caps too slow. That's an easy fix, I've already changed the value for the next version.
[/quote]
I don't think comparing map dimensions is a good way to assess the scale of a map. You also need to take into account the varying heights/levels that take time to climb.
Vilepickle always used to compare cp_follower's dimension to granary's dimensions but it was the heights/slopes that made follower feel gigantic.
Process is slightly too big for my taste, at least on medic. Large maps tend to be annoying as medic because you can't rocket jump/sticky jump/double jump everywhere.[/quote]
True, comparing dimensions is never a good way to get a sense of how the map plays out - one has to take into account the actual layout, playable space, effective "sides" of the mid/arena, etc. The only reason I made that comparison was to compare sizes so that people could get a sense of how the dimensions and actual scale can be related to another more known map.
I get a sense that some people think the mid is too big, but then again, I've had feedback that the mid is too [i]small[/i] in certain areas. I think for now I'll be keeping the mid the same general size as it is (maybe making a few areas smaller), and reworking a bit of second to encourage holding the point without actually standing on top of it.
Just a heads-up for anyone interested in the map's progress:
unfortunately, I don't believe I'll be able to get a full-blown a5 out for this New Map Weekend, as that requires lots of remaking and I haven't even started at that yet...
although I will probably release an a4c that fixes spawn times and a few other minor things, if time allows for it.
Otherwise, thanks for the enormous amount of testing I've been getting. Remaking last lobby is pretty much main priority, I have a ton of other things planned but yeah I don't think I'll be able to release a full, new version by tomorrow, haha. Probably sometime next week, I hope.
Just a heads-up for anyone interested in the map's progress:
unfortunately, I don't believe I'll be able to get a full-blown a5 out for this New Map Weekend, as that requires lots of remaking and I haven't even started at that yet...
although I will probably release an a4c that fixes spawn times and a few other minor things, if time allows for it.
Otherwise, thanks for the enormous amount of testing I've been getting. Remaking last lobby is pretty much main priority, I have a ton of other things planned but yeah I don't think I'll be able to release a full, new version by tomorrow, haha. Probably sometime next week, I hope.
cp_sunshine_a5 released!
holy moly how did i manage to do this so fast
maybe I screwed something up
i'm not sure but everything seems fine to me
someone please check for me
A5B: https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_a5b.bsp.bz2
changelog coming soon!
screenshots:
https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-09-13_00007.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-09-13_00009.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-09-13_00010.jpg
EDIT: download taken down. there was an error with the compile, haha. recompiling right now.
DOUBLE EDIT: a5b is up, fixed the fatal error! hurrah!
[b]cp_sunshine_a5 released![/b]
holy moly how did i manage to do this so fast
maybe I screwed something up
i'm not sure but everything seems fine to me
someone please check for me
A5B: https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_a5b.bsp.bz2
changelog coming soon!
screenshots:
[i]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-09-13_00007.jpg[/i]
[i]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-09-13_00009.jpg[/i]
[i]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-09-13_00010.jpg[/i]
[s][b]EDIT: download taken down. there was an error with the compile, haha. recompiling right now.[/b][/s]
[b]DOUBLE EDIT: a5b is up, fixed the fatal error! hurrah![/b]
a5b compiled, fixed the error that was previously present in a5, along with a few other minor things. should be ready to test!
download in above post ^^^^
a5b compiled, fixed the error that was previously present in a5, along with a few other minor things. should be ready to test!
download in above post ^^^^
you play with height disadvantage at 2 alwaays
you play with height disadvantage at 2 alwaays
Updated to A6:
https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_a6.bsp.bz2
Main changes include a complete rework of quite a bit of last, moving spawns around and changing the dimensions of the room. Hopefully it'll play a bit differently.
(Someone test this to make sure I packed everything correctly and made everything work properly, please)
Updated to A6:
https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_a6.bsp.bz2
Main changes include a complete rework of quite a bit of last, moving spawns around and changing the dimensions of the room. Hopefully it'll play a bit differently.
(Someone test this to make sure I packed everything correctly and made everything work properly, please)
PapaSmurf323its not badlands
What if I told you that this map is secretly badlands?
[quote=PapaSmurf323]its not badlands[/quote]
What if I told you that this map [i]is[/i] secretly badlands?
PapaSmurf323its not badlands
This joke has not been funny a very long time.
[quote=PapaSmurf323]its not badlands[/quote]
This joke has not been funny a very long time.
sorry for the long wait. i've been really busy with school lately and haven't had much time to update the map. if all goes well, however, expect an a7 around friday/saturday. probably some major changes and a ton of things to make the map better. i don't entirely remember all the feedback i got from tests, anything anyone has to say about a6 before i go on and finish a7?
sorry for the long wait. i've been really busy with school lately and haven't had much time to update the map. if all goes well, however, expect an a7 around friday/saturday. probably some major changes and a ton of things to make the map better. i don't entirely remember all the feedback i got from tests, anything anyone has to say about a6 before i go on and finish a7?
Bell
We did not actually play it last weekend so we don't have any extra feedback for you.
Bell
We did not actually play it last weekend so we don't have any extra feedback for you.
I'm nowhere near done with a7 but here's a sneak preview of the NEW! and REMADE! second point:
https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-02_00001.jpg
Keep alert for the impending a7 release...
I'm nowhere near done with a7 but here's a sneak preview of the NEW! and REMADE! second point:
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-02_00001.jpg[/img]
Keep alert for the impending a7 release...
PhiI'm nowhere near done with a7 but here's a sneak preview of the NEW! and REMADE! second point:
https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-02_00001.jpg
Keep alert for the impending a7 release...
Woo, that looks great
[quote=Phi]I'm nowhere near done with a7 but here's a sneak preview of the NEW! and REMADE! second point:
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-02_00001.jpg[/img]
Keep alert for the impending a7 release...[/quote]
Woo, that looks great
Looks out of place IMO, but it's still alpha. I have no idea what it will look like when it's finished.
Looks out of place IMO, but it's still alpha. I have no idea what it will look like when it's finished.