The timing couldn't be any better to put up the new b3 version before the new cup, not just so people can perhaps take a look at the changes, but present an improved version so people would be impressed so hopefully we will se this map next season!
hi all. map creator here. just logged in today to check on how everything's been going and just caught wind of this cup. holy moly! didn't think that would happen, but hey, it did, so a massive thanks to everyone who actually set this up.
unfortunately there is no possible way i'll be able to get a b3 out before it starts. i don't have very much time for mapping anymore and even if i did, i haven't made any changes since b2 in my files. i might pass the project along to someone else if people really want to see a b3 quickly. i don't know.
if there are any teeny tiny issues that need fixing, i can probably get something like a b2a out soon if you tell me exactly what the issues are and where. i haven't opened the sdk in more than a month so i don't entirely remember if there are problems in the b2 or not, haha.
anyway, i hope that this all goes well! i don't know if i'll be around to watch the matches but i'll try my best. i've got to meet up with my psychologist multiple times next week and one of the meetings is planned for wednesday so i can't guarantee anything. i'll try to watch any vods that are put up after the fact, though!
thanks. i'm going through a lot right now but this certainly is something nice to see just out of the blue. don't be afraid to post stuff in this thread! i can't guarantee when or even if i'll be able to work on it again but it doesn't hurt to have it all documented in case someone else ends up finishing this up.
cheers,
Jaycie (phi)
unfortunately there is no possible way i'll be able to get a b3 out before it starts. i don't have very much time for mapping anymore and even if i did, i haven't made any changes since b2 in my files. i might pass the project along to someone else if people really want to see a b3 quickly. i don't know.
if there are any teeny tiny issues that need fixing, i can probably get something like a b2a out soon if you tell me exactly what the issues are and where. i haven't opened the sdk in more than a month so i don't entirely remember if there are problems in the b2 or not, haha.
anyway, i hope that this all goes well! i don't know if i'll be around to watch the matches but i'll try my best. i've got to meet up with my psychologist multiple times next week and one of the meetings is planned for wednesday so i can't guarantee anything. i'll try to watch any vods that are put up after the fact, though!
thanks. i'm going through a lot right now but this certainly is something nice to see just out of the blue. don't be afraid to post stuff in this thread! i can't guarantee when or even if i'll be able to work on it again but it doesn't hurt to have it all documented in case someone else ends up finishing this up.
cheers,
Jaycie (phi)
I made rollouts for the newest version of the map!
Roamer:
http://etf2l.org/forum/tactics/topic-27995
or if you aren't interested in timings
http://www.youtube.com/watch?v=jyZkdaxi2FA
Demo:
http://etf2l.org/forum/tactics/topic-27986/
or if you aren't interested in timings
http://www.youtube.com/watch?v=w2RAFSF1Ddg
Roamer:
http://etf2l.org/forum/tactics/topic-27995
or if you aren't interested in timings
http://www.youtube.com/watch?v=jyZkdaxi2FA
Demo:
http://etf2l.org/forum/tactics/topic-27986/
or if you aren't interested in timings
http://www.youtube.com/watch?v=w2RAFSF1Ddg
--Big post incoming--
Me and a few guys just played a mix on this to get good for tomorrow, and came up with quite a lot of feedback if this is still being worked on.
STV demo(I think that's the right one): http://stv.colonslash.eu/9_tezc2/2014-01-28-21-39-yukon_vs_red-cp_sunshine_b2.dem.bz2
Logs if you really want them: http://logs.tf/173329
Firstly we still feel that 2nd-last connectors could do with a bit of work, this area in particular
http://i.imgur.com/fqM06Eo.jpg
It is really hard to hold 2nd in this area because of the layout, you need to stand really far forward to watch both the entrances or else you will get flanked by a sneaky scout who gets through lower and holding far in the lower area is a bad position to fight from and very easily spammed. The problem is that if you stand here they can just get two soldiers to peek in from each door and wreck you in the cross spam. The stairs into the lower area also feel a bit cramped, maybe you could slightly widen that area where the soldier is standing somehow.
We tried to think of a way to fix it and came up with this.
http://i.imgur.com/KOpmrPm.jpg
This area felt like it would be way too op if you put an engineer here(we only used a heavy in the match) as it can cover the point and there is no direct route into it and your team can look after right side and the spam death pit that is lower entrance. We thought of something that would deal with two problems at once
http://i.imgur.com/oWNYCIu.jpg
If you made an entrance there and removed the big wall along with extending the platform to the wall in a way similar to badlands last you reduce the power of a sentry and make it possible to hold that area. I also think it would be a good idea to remove the current left hand entrance in the process of extending the platforms that would mean if the combo held left side their spam would still be effective in keeping the other team out of last but not lobby as the spam could only go somewhere where it could be avoided(see image)
http://i.imgur.com/Md5IHth.jpg
Doing this to last would also mean that each entrance has it's own advantage/disadvantage, closer to the combo for right side and height advantage from the left side, as opposed to all the doors being below where the combo would hold. You would need to remove the few props on the wall of lobby though and move the wall back(the soldier is standing where the props are that would need removing to get the entrance far enough to the left)
http://i.imgur.com/Nf9RkfA.jpg
That's enough about last now, onto the flank.
http://i.imgur.com/9wbvkpA.jpg
This enclosed area underneath the two soldiers is utterly pointless for pushing second, if you go through there then you end up in the ditch in second that you can be destroyed in and any div 6 soldier could lay waste to people in there. The better choice is just to jump over it as a scout or soldier or just walk up the ramp as a medic. The only function of this area is a hiding spot to make backcaps from, and the map shouldn't be made to give backcap spots, the players should either find spots themselves of be rewarded for their sneakiness by getting a cap. We though that underneath area should just be filled in and maybe decorated or tweaked a bit so it wouldn't look like a turd changed as an afterthought.
I'm not sure if this is a bad thing as such but a demoman can walk into the lower grassy area where the soldiers are if he is supported by his team and just throw stickies across the point to destroy the other team holding there and there is not much they can do. Pushing out of last can also be very hard as two of the doors lead to a massive height disadvantage though I guess you could just counter these things with your playstyle.
\/
http://i.imgur.com/Zm0v8oN.jpg
Finally onto mid with just one small grievance
http://i.imgur.com/FhXiNto.jpg
wtf is that yellow thing poking out the ground.
They definitely need to be there but surely there is something else you could use, a lot of people I know have been having issues with the rocks being invisible as well, a bit annoying if you are trying to play. Maybe some sort of crate with another bit on top? It was also apparent that control of the bell tower really shaped the mid and that is almost all up to your roamer as scouts have to climb the rock to get up there and you are an easy target whilst getting up to the tower. Maybe if there was a way to get up top from the other side as well so scouts can actually have an effect on that area of mid it would play out better.
We also found some very nice rollouts and jumps along with a couple of good (and one rather abusive) hiding spots, but I'm not planning on telling everyone about them just yet ;)
Sorry for any spelling mistakes ect. This took me a while to write so it probably won't be perfect and I want to go to sleep. Hopefully there is someone still working on this, the map really has potential there are just a few things that need sorting out before it really goes anywhere.
Me and a few guys just played a mix on this to get good for tomorrow, and came up with quite a lot of feedback if this is still being worked on.
STV demo(I think that's the right one): http://stv.colonslash.eu/9_tezc2/2014-01-28-21-39-yukon_vs_red-cp_sunshine_b2.dem.bz2
Logs if you really want them: http://logs.tf/173329
Firstly we still feel that 2nd-last connectors could do with a bit of work, this area in particular
[img]http://i.imgur.com/fqM06Eo.jpg[/img]
It is really hard to hold 2nd in this area because of the layout, you need to stand really far forward to watch both the entrances or else you will get flanked by a sneaky scout who gets through lower and holding far in the lower area is a bad position to fight from and very easily spammed. The problem is that if you stand here they can just get two soldiers to peek in from each door and wreck you in the cross spam. The stairs into the lower area also feel a bit cramped, maybe you could slightly widen that area where the soldier is standing somehow.
We tried to think of a way to fix it and came up with this.
[img]http://i.imgur.com/KOpmrPm.jpg[/img]
This area felt like it would be way too op if you put an engineer here(we only used a heavy in the match) as it can cover the point and there is no direct route into it and your team can look after right side and the spam death pit that is lower entrance. We thought of something that would deal with two problems at once
[img]http://i.imgur.com/oWNYCIu.jpg[/img]
If you made an entrance there and removed the big wall along with extending the platform to the wall in a way similar to badlands last you reduce the power of a sentry and make it possible to hold that area. I also think it would be a good idea to remove the current left hand entrance in the process of extending the platforms that would mean if the combo held left side their spam would still be effective in keeping the other team out of last but not lobby as the spam could only go somewhere where it could be avoided(see image)
[img]http://i.imgur.com/Md5IHth.jpg[/img]
Doing this to last would also mean that each entrance has it's own advantage/disadvantage, closer to the combo for right side and height advantage from the left side, as opposed to all the doors being below where the combo would hold. You would need to remove the few props on the wall of lobby though and move the wall back(the soldier is standing where the props are that would need removing to get the entrance far enough to the left)
[img]http://i.imgur.com/Nf9RkfA.jpg[/img]
That's enough about last now, onto the flank.
[img]http://i.imgur.com/9wbvkpA.jpg[/img]
This enclosed area underneath the two soldiers is utterly pointless for pushing second, if you go through there then you end up in the ditch in second that you can be destroyed in and any div 6 soldier could lay waste to people in there. The better choice is just to jump over it as a scout or soldier or just walk up the ramp as a medic. The only function of this area is a hiding spot to make backcaps from, and the map shouldn't be made to give backcap spots, the players should either find spots themselves of be rewarded for their sneakiness by getting a cap. We though that underneath area should just be filled in and maybe decorated or tweaked a bit so it wouldn't look like a turd changed as an afterthought.
I'm not sure if this is a bad thing as such but a demoman can walk into the lower grassy area where the soldiers are if he is supported by his team and just throw stickies across the point to destroy the other team holding there and there is not much they can do. Pushing out of last can also be very hard as two of the doors lead to a massive height disadvantage though I guess you could just counter these things with your playstyle.
\/
[img]http://i.imgur.com/Zm0v8oN.jpg[/img]
Finally onto mid with just one small grievance
[img]http://i.imgur.com/FhXiNto.jpg[/img]
wtf is that yellow thing poking out the ground.
They definitely need to be there but surely there is something else you could use, a lot of people I know have been having issues with the rocks being invisible as well, a bit annoying if you are trying to play. Maybe some sort of crate with another bit on top? It was also apparent that control of the bell tower really shaped the mid and that is almost all up to your roamer as scouts have to climb the rock to get up there and you are an easy target whilst getting up to the tower. Maybe if there was a way to get up top from the other side as well so scouts can actually have an effect on that area of mid it would play out better.
We also found some very nice rollouts and jumps along with a couple of good (and one rather abusive) hiding spots, but I'm not planning on telling everyone about them just yet ;)
Sorry for any spelling mistakes ect. This took me a while to write so it probably won't be perfect and I want to go to sleep. Hopefully there is someone still working on this, the map really has potential there are just a few things that need sorting out before it really goes anywhere.
Hey Phi, please don't give up on this map, it shows great promise. Listen to droidster above.
Eep! That's a lot of very good feedback droidy! I hadn't actually thought of making an entrance like that into last but it actually seems like a *very* interesting idea... I might incorporate something like that into b3.
Also yeah, those rocks are gunna disapeeeeaaar for b3 too. I'll fix up flank and last lobby and hopefully a week or two after the cup I might get a really solid b3 out, depending on if I get some more really good quality feedback like yours! Thanks a ton <3
sphereHey Phi, please don't give up on this map, it shows great promise. Listen to droidster above.
Naw, don't worry, there was a point mid-December to early-January where I stopped working on maps altogether because of identity issues, but ever since I started working everything out with myself it's been getting a lot better and I'm gaining back the drive to make maps. I don't think I'll be able to release a new version of the map before tomorrow but hopefully it'll only be a week or two before I can actually release b3! Good stuff. It'll be fun~
- Jaycie (phi)
Also yeah, those rocks are gunna disapeeeeaaar for b3 too. I'll fix up flank and last lobby and hopefully a week or two after the cup I might get a really solid b3 out, depending on if I get some more really good quality feedback like yours! Thanks a ton <3
[quote=sphere]Hey Phi, please don't give up on this map, it shows great promise. Listen to droidster above.[/quote]
Naw, don't worry, there was a point mid-December to early-January where I stopped working on maps altogether because of identity issues, but ever since I started working everything out with myself it's been getting a lot better and I'm gaining back the drive to make maps. I don't think I'll be able to release a new version of the map before tomorrow but hopefully it'll only be a week or two before I can actually release b3! Good stuff. It'll be fun~
- Jaycie (phi)
PhiEep! That's a lot of very good feedback droidy! I hadn't actually thought of making an entrance like that into last but it actually seems like a *very* interesting idea... I might incorporate something like that into b3.
Also yeah, those rocks are gunna disapeeeeaaar for b3 too. I'll fix up flank and last lobby and hopefully a week or two after the cup I might get a really solid b3 out, depending on if I get some more really good quality feedback like yours! Thanks a ton <3
sphereHey Phi, please don't give up on this map, it shows great promise. Listen to droidster above.
Naw, don't worry, there was a point mid-December to early-January where I stopped working on maps altogether because of identity issues, but ever since I started working everything out with myself it's been getting a lot better and I'm gaining back the drive to make maps. I don't think I'll be able to release a new version of the map before tomorrow but hopefully it'll only be a week or two before I can actually release b3! Good stuff. It'll be fun~
- Jaycie (phi)
Please realise that idea of the entrance! And connect it to the entrance here at 00:11 So roamer can have a more smooth rollout! Tho the demo one Will need a slight adjustment, it should be equally fast! And please consider a medium Health package on mid for demo rollouts like on process and granary.
Also yeah, those rocks are gunna disapeeeeaaar for b3 too. I'll fix up flank and last lobby and hopefully a week or two after the cup I might get a really solid b3 out, depending on if I get some more really good quality feedback like yours! Thanks a ton <3
[quote=sphere]Hey Phi, please don't give up on this map, it shows great promise. Listen to droidster above.[/quote]
Naw, don't worry, there was a point mid-December to early-January where I stopped working on maps altogether because of identity issues, but ever since I started working everything out with myself it's been getting a lot better and I'm gaining back the drive to make maps. I don't think I'll be able to release a new version of the map before tomorrow but hopefully it'll only be a week or two before I can actually release b3! Good stuff. It'll be fun~
- Jaycie (phi)[/quote]
Please realise that idea of the entrance! And connect it to the entrance [url=http://www.youtube.com/watch?v=jyZkdaxi2FA]here[/url] at 00:11 So roamer can have a more smooth rollout! Tho the demo one Will need a slight adjustment, it should be equally fast! And please consider a medium Health package on mid for demo rollouts like on process and granary.
Looks like the cp_sunshine cup is being held today, is anyone streaming it?
Gubbins streamed his pov in the cup http://www.twitch.tv/gubbinsss/b/499148146
Starting at around 3:22:20
Starting at around 3:22:20
Some stuff I wanted to point out about the map after the cup we had:
- The announcer never said anything during the match, not when the point was capped or time was added, which was a bit odd
.
- Two of my teamates had a strange bug with the map having to not see the rocks in the middle point, weird 'purple' textures, and some ERROR textures (I don't know if it's the map, or just a server bug, but still it was there)
- One side note I wanted to add is that trying to kill the med/force him at last is really horrific, getting to him is trying to dodge 2 stickies + rockets that you're shot at once you go from either bottom routes, so adding a top route like droidster suggested would be a real delight.
Overall the map was super fun, not as many bugs as we excpected.
Keep this map going and updated, I want to see it next season :D
[list]The announcer never said anything during the match, not when the point was capped or time was added, which was a bit odd
[/list].
[list]Two of my teamates had a strange bug with the map having to not see the rocks in the middle point, weird 'purple' textures, and some ERROR textures (I don't know if it's the map, or just a server bug, but still it was there)
[/list]
[list]One side note I wanted to add is that trying to kill the med/force him at last is really horrific, getting to him is trying to dodge 2 stickies + rockets that you're shot at once you go from either bottom routes, so adding a top route like droidster suggested would be a real delight.
[/list]
Overall the map was super fun, not as many bugs as we excpected.
Keep this map going and updated, I want to see it next season :D
Remove fence behind choke that connects to market pls
I guess with all the feedback I've got from that cup and other various tests I'll probably put a b3 out sometime soon so people can have fun and test it and all that jazz. this girl's gradually getting her life under control so I should have at least a little more time to map now!
If there's any feedback that wasn't said here, feel free to post~ I'll be looking over every little bit that's been given to me and hopefully making a b3 (or rc1!!) that's possibly worthy of being considered by etf2l/esea etc. so yeah that'll be cool.
I will now go through the bits of feedback previously posted and provide small little comments or something
ExquisiteStonePlease realise that idea of the entrance! And connect it to the entrance here at 00:11 So roamer can have a more smooth rollout! Tho the demo one Will need a slight adjustment, it should be equally fast! And please consider a medium Health package on mid for demo rollouts like on process and granary.
Yeah that path should be in b3 I hope! Should I take out the entrance that will be below it? Would that be a good idea or should I leave that path in? I may or may not change around healthkits a little but probably not that much.
JackyLegsSome stuff I wanted to point out about the map after the cup we had:The announcer never said anything during the match, not when the point was capped or time was added, which was a bit odd
.Two of my teamates had a strange bug with the map having to not see the rocks in the middle point, weird 'purple' textures, and some ERROR textures (I don't know if it's the map, or just a server bug, but still it was there)
One side note I wanted to add is that trying to kill the med/force him at last is really horrific, getting to him is trying to dodge 2 stickies + rockets that you're shot at once you go from either bottom routes, so adding a top route like droidster suggested would be a real delight.
Overall the map was super fun, not as many bugs as we excpected.
Keep this map going and updated, I want to see it next season :D
The announcer is super silly and I gotta go fix her because yeah she never says anything! That shouldn't be too hard of a fix though...
The strange bug sometimes happens to random people who download the map and I guess it's an inherent issue with custom textures. Sometimes they won't render for certain people and that kinda makes me a little frustrated... but at least those rocks won't be there in the next version.
The top route will be added, yea! It'll be nice, hopefully, and not *too* powerful.
LuneRemove fence behind choke that connects to market pls
Er, I'm not sure which fence you're referring to... I'll probably need a pic for it but as the map is now a lot of the fences can't really be removed without massive revisions so we'll see
Post feeeeedback below, comments, anything I guess :3
also I'm making a new conceptual map/gamemode and it's coming out soon
b3/rc1 coming shortly~
If there's any feedback that wasn't said here, feel free to post~ I'll be looking over every little bit that's been given to me and hopefully making a b3 (or rc1!!) that's possibly worthy of being considered by etf2l/esea etc. so yeah that'll be cool.
I will now go through the bits of feedback previously posted and provide small little comments or something
[quote=ExquisiteStone]
Please realise that idea of the entrance! And connect it to the entrance [url=http://www.youtube.com/watch?v=jyZkdaxi2FA]here[/url] at 00:11 So roamer can have a more smooth rollout! Tho the demo one Will need a slight adjustment, it should be equally fast! And please consider a medium Health package on mid for demo rollouts like on process and granary.[/quote]
Yeah that path should be in b3 I hope! Should I take out the entrance that will be below it? Would that be a good idea or should I leave that path in? I may or may not change around healthkits a little but probably not that much.
[quote=JackyLegs]Some stuff I wanted to point out about the map after the cup we had:
[list]The announcer never said anything during the match, not when the point was capped or time was added, which was a bit odd
[/list].
[list]Two of my teamates had a strange bug with the map having to not see the rocks in the middle point, weird 'purple' textures, and some ERROR textures (I don't know if it's the map, or just a server bug, but still it was there)
[/list]
[list]One side note I wanted to add is that trying to kill the med/force him at last is really horrific, getting to him is trying to dodge 2 stickies + rockets that you're shot at once you go from either bottom routes, so adding a top route like droidster suggested would be a real delight.
[/list]
Overall the map was super fun, not as many bugs as we excpected.
Keep this map going and updated, I want to see it next season :D[/quote]
The announcer is super silly and I gotta go fix her because yeah she never says anything! That shouldn't be too hard of a fix though...
The strange bug sometimes happens to random people who download the map and I guess it's an inherent issue with custom textures. Sometimes they won't render for certain people and that kinda makes me a little frustrated... but at least those rocks won't be there in the next version.
The top route will be added, yea! It'll be nice, hopefully, and not *too* powerful.
[quote=Lune]Remove fence behind choke that connects to market pls[/quote]
Er, I'm not sure which fence you're referring to... I'll probably need a pic for it but as the map is now a lot of the fences can't really be removed without massive revisions so we'll see
Post feeeeedback below, comments, anything I guess :3
[size=10]also I'm making a new conceptual map/gamemode and it's coming out soon[/size]
b3/rc1 coming shortly~
More of a small gripe, but the cafe proper in cafe feels weird to me - it feels like you should be able to get over that fence with a double jump or something, but when you try it's blocked off. Might want to consider putting a fence over it or something, just to make it immediately apparent for people who haven't played the map before that it's inaccessible.
I just wanna second (or fourth?) what #214 said about changing that entrance to last, it's a completely necessary change
As to whether you should leave the entrance below, that would require playtesting.
As to whether you should leave the entrance below, that would require playtesting.
https://dl.dropboxusercontent.com/u/84556731/sunshine/Screenshot%202014-02-09%2019.54.17.png
https://dl.dropboxusercontent.com/u/84556731/sunshine/Screenshot%202014-02-09%2019.54.26.png
https://dl.dropboxusercontent.com/u/84556731/sunshine/Screenshot%202014-02-09%2019.54.40.png
look, changes! those are hammer screenshots but still - rc1 is coming.
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/Screenshot%202014-02-09%2019.54.26.png[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/Screenshot%202014-02-09%2019.54.40.png[/img]
look, changes! those are hammer screenshots but still - rc1 is coming.
nightwatchCongrats on preseason!
I wouldn't put my finger on it just yet!! Although I sure hope so~
In the meantime, enjoy these WIP shots of the new features of rc1 -
https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-09_00001.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-09_00002.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-09_00003.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-09_00004.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-09_00005.jpg
And along with that, rc1 will have an enormous clipping pass, large optimization fixes, and many other things that will hopefully make the map play as good as it can. Looking to release this sometime Monday or Tuesday, depending on schedule at the timeeee
I wouldn't put my finger on it just yet!! Although I sure hope so~
In the meantime, enjoy these WIP shots of the new features of rc1 -
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-09_00001.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-09_00002.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-09_00003.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-09_00004.jpg[/img][img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-09_00005.jpg[/img]
And along with that, rc1 will have an enormous clipping pass, large optimization fixes, and many other things that will hopefully make the map play as good as it can. Looking to release this sometime Monday or Tuesday, depending on schedule at the timeeee
I would consider taking the wall in this picture and cutting it at an angle from that top left door frame. I don't have any good reason, just a gut feeling that it might play better. I guess I feel like there might be too many right angles in that room.
http://i62.tinypic.com/i20f9w.jpg
consider it, but don't just take my word for it
[IMG]http://i62.tinypic.com/i20f9w.jpg[/IMG]
consider it, but don't just take my word for it
freakinI would consider taking the wall in this picture and cutting it at an angle from that top left door frame. I don't have any good reason, just a gut feeling that it might play better. I guess I feel like there might be too many right angles in that room.
that'd work! wouldn't impact sightlines at all and would probably help the area a bit. it's very rough so yeah any feedback is good~
that'd work! wouldn't impact sightlines at all and would probably help the area a bit. it's very rough so yeah any feedback is good~
i am thoroughly enjoying these deers
i want to claim the one in the lighthouse or the one in the shop window
i want to claim the one in the lighthouse or the one in the shop window
I just realized that Droidster left out the most broken part of the map in his post which definitely needs to be fixed before it is played in ESEA. I'm not sure if you are aware of it already (don't think it was mentioned in this thread) but I have a few screenshots:
http://i.imgur.com/EKfak9d.jpg
You can jump up to this weathervane from the roof below. The medic can also jump on the rocks in the current version of the map if he/she is using the overdose with ubercharge and then jump on the roof and heal the soldier who is on the weathervane.
http://i.imgur.com/xtEa1U8.jpg
http://i.imgur.com/EjAeWDh.jpg
This is problematic because you can spam (and even kritz!) both second points from either weathervane with almost complete safety from the other team. There are invisible walls which eat some of your rockets, but if you duck you can hit almost anywhere on the platform around the lighthouse.
As a sidenote I absolutely love this map and I have already spent far too long just jumping around it. I am excited that you've made the changes Droidster suggested and I hope with this news some Invite level players will pug the map/provide more feedback to make sure Sunshine can be the best map possible by the time next season rolls around!
[img]http://i.imgur.com/EKfak9d.jpg[/img]
You can jump up to this weathervane from the roof below. The medic can also jump on the rocks in the current version of the map if he/she is using the overdose with ubercharge and then jump on the roof and heal the soldier who is on the weathervane.
[img]http://i.imgur.com/xtEa1U8.jpg[/img]
[img]http://i.imgur.com/EjAeWDh.jpg[/img]
This is problematic because you can spam (and even kritz!) both second points from either weathervane with almost complete safety from the other team. There are invisible walls which eat some of your rockets, but if you duck you can hit almost anywhere on the platform around the lighthouse.
As a sidenote I absolutely love this map and I have already spent far too long just jumping around it. I am excited that you've made the changes Droidster suggested and I hope with this news some Invite level players will pug the map/provide more feedback to make sure Sunshine can be the best map possible by the time next season rolls around!
oh my jesus sniper sightlines. This is a huge map.
The sightlines are about the same as badlands
DO YOU HATE BADLANDS
DO YOU HATE BADLANDS
PapaSmurf323O_O
PapaSmurf323I will only be responding to map threads when the gotfraggon is posted. It will be my batman symbol.
dont make promises you cant keep, i'm still waiting on tf2mix being offclass-free
[quote=PapaSmurf323]I will only be responding to map threads when the gotfraggon is posted. It will be my batman symbol.[/quote]
dont make promises you cant keep, i'm still waiting on tf2mix being offclass-free