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cp_sunshine (5CP)
241
#241
cp_sunshine, cp_cardinal
2 Frags +
TwinqeI 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:

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.

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!

Ack thank you so much for finding this! I was wondering what droid meant by "one rather abusive" spot, and although I can't completely confirm this was what he was talking about I will definitely fix this nonetheless! If there are any other spaces like this then please please please tell me so that people who play it won't get mad when these spots end up being exploited.

[quote=Twinqe]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:

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.

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![/quote]

Ack thank you so much for finding this! I was wondering what droid meant by "one rather abusive" spot, and although I can't completely confirm this was what he was talking about I will definitely fix this nonetheless! If there are any other spaces like this then please please please tell me so that people who play it won't get mad when these spots end up being exploited.
242
#242
1 Frags +

Hey Phi- neat trick Benroads showed me for finding crap like this.

Turn on r_drawclipbrushes while your in TF2 and look for any bit of roof or whatnot that isn't covered. It's pretty darn handy.

Hey Phi- neat trick Benroads showed me for finding crap like this.

Turn on r_drawclipbrushes while your in TF2 and look for any bit of roof or whatnot that isn't covered. It's pretty darn handy.
243
#243
cp_sunshine, cp_cardinal
4 Frags +
HyceHey Phi- neat trick Benroads showed me for finding crap like this.

Turn on r_drawclipbrushes while your in TF2 and look for any bit of roof or whatnot that isn't covered. It's pretty darn handy.

Yeah, I knew about that trick for awhile, I've been using it a lot but I just don't have the time to go around and catch every little thing! I knew you could get up on those vanes and I purposefully left them like that because I thought that would be a funny spot - I didn't know you could exploit it like that, though. That's why testers and other people are so useful, they find things that I miss or forget or something haha

[quote=Hyce]Hey Phi- neat trick Benroads showed me for finding crap like this.

Turn on r_drawclipbrushes while your in TF2 and look for any bit of roof or whatnot that isn't covered. It's pretty darn handy.[/quote]

Yeah, I knew about that trick for awhile, I've been using it a lot but I just don't have the time to go around and catch every little thing! I knew you could get up on those vanes and I purposefully left them like that because I thought that would be a funny spot - I didn't know you could exploit it like that, though. That's why testers and other people are so useful, they find things that I miss or forget or something haha
244
#244
6 Frags +

this map is so pretty, i hope it doesnt play like shit

this map is so pretty, i hope it doesnt play like shit
245
#245
5 Frags +
TwinqeI 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:

omg you ruined the strat

We tried it in the cup but never managed to kill anyone with it though

[quote=Twinqe]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:[/quote]

omg you ruined the strat

We tried it in the cup but never managed to kill anyone with it though
246
#246
1 Frags +
DroidsterTwinqeI 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:
omg you ruined the strat

it was time to give up our secret

[quote=Droidster][quote=Twinqe]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:[/quote]

omg you ruined the strat[/quote]

it was time to give up our secret
247
#247
3 Frags +

Congrats, Phi!

http://i.imgur.com/MJezFKg.png

Congrats, Phi!
[IMG]http://i.imgur.com/MJezFKg.png[/IMG]
248
#248
cp_sunshine, cp_cardinal
7 Frags +

https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-10_00002.jpg

I'm teasing you all so much~

RC1 coming tomorrow, hopefully just in time.

Super happy and thankful to everyone who's helped me test and make this map get as far as it did.
Shoutouts to Selentic, JoshuaC, Smyther, Valkyrie, Droidster, nightwatch, Benroads, rays, obsidiian, hooky, tftv, new map weekends, etf2l, TF2Maps.net, prestige and all the other fine cute people who've played on the map and given feedback.
I hope that this map's run in ESEA will be a useful experience for me - it'll be my first time ever getting a map somewhere like this. I can't wait!!

~Jaycie (phi)

[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-10_00002.jpg[/img]

I'm teasing you all so much~

RC1 coming tomorrow, hopefully just in time.

Super happy and thankful to everyone who's helped me test and make this map get as far as it did.
Shoutouts to Selentic, JoshuaC, Smyther, Valkyrie, Droidster, nightwatch, Benroads, rays, obsidiian, hooky, tftv, new map weekends, etf2l, TF2Maps.net, prestige and all the other fine cute people who've played on the map and given feedback.
I hope that this map's run in ESEA will be a useful experience for me - it'll be my first time ever getting a map somewhere like this. I can't wait!!

~Jaycie (phi)
249
#249
6 Frags +

I was looking through some of my old ideas for maps, and I couldn't help but notice

http://puu.sh/6RGZj.png

Phi I expect my royalties in the mail

I was looking through some of my old ideas for maps, and I couldn't help but notice
[img]http://puu.sh/6RGZj.png[/img]
Phi I expect my royalties in the mail
250
#250
0 Frags +

It looks 100x more amazing now.

Thank you, Phi, for making such a good[-looking] map. :D

It looks 100x more amazing now.

Thank you, Phi, for making such a good[-looking] map. :D
251
#251
0 Frags +

Great map! Make sure to update the original post :)

Great map! Make sure to update the original post :)
252
#252
0 Frags +

Congrats on getting your map into the rotation! Once you release rc1 I'll actually get around to making that rollout video I was going to do.

Congrats on getting your map into the rotation! Once you release rc1 I'll actually get around to making that rollout video I was going to do.
253
#253
cp_sunshine, cp_cardinal
5 Frags +

RC1A OUT. HAVE FUN!

Report back any glitches/issues so I can fix them quick if need be!
*note to all: if there is anything wrong, which I bet there is, I'll have it fixed by tomorrow.*

DROPBOX DOWNLOAD (I WILL PROBABLY NEED A MIRROR TOO!): https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_rc1a.bsp.bz2

Changelog:
- Added new route to last, removed a route
- Hopefully made the announcer work
- Slight HDR
- 3d skybox
- Made valley less complex
- No more rocks
- Simplified bloating custom textures a little
- Optimization
- General fixes here and there and here and there
- More secret deer

Screenshots:

https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-10_00002.jpg

https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-11_00003.jpg

https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-11_00004.jpg

https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-11_00005.jpg

https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-11_00006.jpg

https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-11_00001.jpg

https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-11_00002.jpg

RC1A OUT. HAVE FUN!

Report back any glitches/issues so I can fix them quick if need be!
*note to all: if there is anything wrong, which I bet there is, I'll have it fixed by tomorrow.*

DROPBOX DOWNLOAD (I WILL PROBABLY NEED A MIRROR TOO!): https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_rc1a.bsp.bz2

Changelog:
- Added new route to last, removed a route
- Hopefully made the announcer work
- Slight HDR
- 3d skybox
- Made valley less complex
- No more rocks
- Simplified bloating custom textures a little
- Optimization
- General fixes here and there and here and there
- More secret deer

Screenshots:

[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-10_00002.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-11_00003.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-11_00004.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-11_00005.jpg[/img][img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-11_00006.jpg[/img][img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-11_00001.jpg[/img][img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-02-11_00002.jpg[/img]
254
#254
0 Frags +
Phi- More secret deer

fuck

[quote=Phi]
- More secret deer[/quote]
fuck
255
#255
1 Frags +

I don't know if it was intentional but you can open the blue forward spawn in b2 regardless of owning mid or not

I don't know if it was intentional but you can open the blue forward spawn in b2 regardless of owning mid or not
256
#256
cp_sunshine, cp_cardinal
0 Frags +
MangachuI don't know if it was intentional but you can open the blue forward spawn in b2 regardless of owning mid or not

Yup, that wasn't intentional at all! Fixed that for rc1, just forgot to add it to the changelog.

[quote=Mangachu]I don't know if it was intentional but you can open the blue forward spawn in b2 regardless of owning mid or not[/quote]

Yup, that wasn't intentional at all! Fixed that for rc1, just forgot to add it to the changelog.
257
#257
1 Frags +

I don't know if it's just me but I can't load the cubemaps

this is flooded in console: Failed, using default cubemap 'engine/defaultcubemap'

I don't know if it's just me but I can't load the cubemaps

this is flooded in console: Failed, using default cubemap 'engine/defaultcubemap'
258
#258
0 Frags +

I'm not getting any cubemaps with no HDR. With HDR cubemaps are working.

I'm not getting any cubemaps with no HDR. With HDR cubemaps are working.
259
#259
2 Frags +

I just did a quick run through on the map. One thing I noticed is there doesn't seem to be any good places for the combo to hold forward near chokes when defending. On basically every map in rotation you can hold at least mid and second really close to the chokes, but from what I've seen here most of the positions put you on lower ground or put your med in a bad position.

Not sure how it actually plays out, but it seems to me like you'd just have your combo back most of the time with scouts + roamer closer to the chokes, which is kind of annoying since it doesn't allow for the combos to trade damage and makes it pretty hard to make plays on each others meds.

I just did a quick run through on the map. One thing I noticed is there doesn't seem to be any good places for the combo to hold forward near chokes when defending. On basically every map in rotation you can hold at least mid and second really close to the chokes, but from what I've seen here most of the positions put you on lower ground or put your med in a bad position.

Not sure how it actually plays out, but it seems to me like you'd just have your combo back most of the time with scouts + roamer closer to the chokes, which is kind of annoying since it doesn't allow for the combos to trade damage and makes it pretty hard to make plays on each others meds.
260
#260
5 Frags +

I thought similarly to trog; in addition, there seemed to be so many hiding spots it was a little ridiculous. None of them seemed to be too bad/hard to check for but there were definitely a ton, leaning towards too many. I had a lot of little things to point out so I'm gonna spoiler tag because it's so large. Some of these are nit-picky but I tried to be thorough in checking for stupid exploits and crap.

Show Content
In this hiding spot in cafe you clip onto this little blue box. It means if you're standing where I am you can't rocket jump out of the corner and you can kinda even get stuck back there.

http://i.imgur.com/yc2kGca.jpg

This is a pretty major one imo. Every single one of these flower boxes can easily hide 6 stickies. The specfic one I'm stickying right now splashes a fair portion of the choke. There are others in the alcoves that could pick someone who ducks in there to avoid spam or something. There are quite a few of these flower boxes so I think you should either reduce your usage of them or make it so sticks don't go into them.

http://i.imgur.com/ESj9qP0.jpg

Alcove I was talking about (has six stickies in it, as you can see).

http://i.imgur.com/G0Hx1Nk.jpg

I don't really understand the point of this area under the stairs. I guess it's not really extremely good for spawn camping but, since it serves no other purpose I can see, it just seems to be inviting a scout hoping you don't check there/mangachu.

http://i.imgur.com/jznzbni.jpg

This spam angle is pretty good right now. I'm not a good demoman but from what little I knew of stick trajectory I was able to easily sticky the entirety of this second yard area, including the interior right half of the lighthouse and up to the shutter door. You could cap mid, walk your combo through cafe without being spotted, have a roamer in that flank call where they're holding (btw the area in front of shutter on second seemed to me to be the only really good place to hold, not sure how to fix that) and easily have a surprise kritz unless they're under the point.
Angle

http://i.imgur.com/HcNWhvh.jpg

Where stickies can land

http://i.imgur.com/JJiu9vD.jpg

Another angle, same window

http://i.imgur.com/nXa0oL2.jpg

Where sticks land (can land in shutter, forgot to screen that I guess)

http://i.imgur.com/eje7bIF.jpg

On last in the left (from a defender's perspective) little alcove/corridor/dug out thing there is a shutter that isn't entirely closed, not sure if it's intentional. You can spam right through it both ways or even kritz although I'm not sure what you'd get lol.
Defender's perspective (inside last)

http://i.imgur.com/oTqCNch.jpg

Attacker's Perspective (outside last)

http://i.imgur.com/c6Q83WL.jpg

Small funky detailing thing.

http://i.imgur.com/hIANL1I.jpg

Great work overall though! The whole map looks amazing, and I was really impressed how everytime I tried to jump up and get myself stuck/clipped somewhere stupid I was unable to, you really covered all the angles I could think of in that regard. The only hiding spots I could find were all obviously intentional, so nice job. Look forward to seeing this played, sorry I couldn't figure out any game-breaking rollouts, maybe more to come on that tomorrow...

I thought similarly to trog; in addition, there seemed to be so many hiding spots it was a little ridiculous. None of them seemed to be too bad/hard to check for but there were definitely a ton, leaning towards too many. I had a lot of little things to point out so I'm gonna spoiler tag because it's so large. Some of these are nit-picky but I tried to be thorough in checking for stupid exploits and crap.

[spoiler]In this hiding spot in cafe you clip onto this little blue box. It means if you're standing where I am you can't rocket jump out of the corner and you can kinda even get stuck back there. [img]http://i.imgur.com/yc2kGca.jpg[/img]
This is a pretty major one imo. Every single one of these flower boxes can easily hide 6 stickies. The specfic one I'm stickying right now splashes a fair portion of the choke. There are others in the alcoves that could pick someone who ducks in there to avoid spam or something. There are quite a few of these flower boxes so I think you should either reduce your usage of them or make it so sticks don't go into them.
[img]http://i.imgur.com/ESj9qP0.jpg[/img]
Alcove I was talking about (has six stickies in it, as you can see).
[img]http://i.imgur.com/G0Hx1Nk.jpg[/img]
I don't really understand the point of this area under the stairs. I guess it's not really [i]extremely[/i] good for spawn camping but, since it serves no other purpose I can see, it just seems to be inviting a scout hoping you don't check there/mangachu.
[img]http://i.imgur.com/jznzbni.jpg[/img]
This spam angle is pretty good right now. I'm not a good demoman but from what little I knew of stick trajectory I was able to easily sticky the entirety of this second yard area, including the interior right half of the lighthouse and up to the shutter door. You could cap mid, walk your combo through cafe without being spotted, have a roamer in that flank call where they're holding (btw the area in front of shutter on second seemed to me to be the only really good place to hold, not sure how to fix that) and easily have a surprise kritz unless they're under the point.
Angle
[img]http://i.imgur.com/HcNWhvh.jpg[/img]
Where stickies can land
[img]http://i.imgur.com/JJiu9vD.jpg[/img]
Another angle, same window
[img]http://i.imgur.com/nXa0oL2.jpg[/img]
Where sticks land (can land in shutter, forgot to screen that I guess)
[img]http://i.imgur.com/eje7bIF.jpg[/img]
On last in the left (from a defender's perspective) little alcove/corridor/dug out thing there is a shutter that isn't entirely closed, not sure if it's intentional. You can spam right through it both ways or even kritz although I'm not sure what you'd get lol.
Defender's perspective (inside last)
[img]http://i.imgur.com/oTqCNch.jpg[/img]
Attacker's Perspective (outside last)
[img]http://i.imgur.com/c6Q83WL.jpg[/img]
Small funky detailing thing.
[img]http://i.imgur.com/hIANL1I.jpg[/img]
[/spoiler]

Great work overall though! The whole map looks amazing, and I was really impressed how everytime I tried to jump up and get myself stuck/clipped somewhere stupid I was unable to, you really covered all the angles I could think of in that regard. The only hiding spots I could find were all obviously intentional, so nice job. Look forward to seeing this played, sorry I couldn't figure out any game-breaking rollouts, maybe more to come on that tomorrow...
261
#261
1 Frags +

It's a gorgeous map, congratz dude. I'm excited to see how it'll play.

It's a gorgeous map, congratz dude. I'm excited to see how it'll play.
262
#262
3 Frags +

I'm too lazy to take and post screenshots, but I spent two hours trying things out on stream and saying just somethings I would maybe consider, or think of changing after there has been enough play testing done by players of different divisions. The map looks nice on 2nd, but on middle is there any possibility of changing the windows? From a distance they seem very distorted, and are quite distracting. The vod was pretty long, but it was basically just me finding ways to roll-out and my opinion on things that could possibly be changed if enough people ask for it (aka I suck at explaining maps). Thanks for all the hard work you put into the map though, I do really love the way second looks.

http://www.twitch.tv/rr/c/3709002

I'm too lazy to take and post screenshots, but I spent two hours trying things out on stream and saying just somethings I would maybe consider, or think of changing after there has been enough play testing done by players of different divisions. The map looks nice on 2nd, but on middle is there any possibility of changing the windows? From a distance they seem very distorted, and are quite distracting. The vod was pretty long, but it was basically just me finding ways to roll-out and my opinion on things that could possibly be changed if enough people ask for it (aka I suck at explaining maps). Thanks for all the hard work you put into the map though, I do really love the way second looks.

http://www.twitch.tv/rr/c/3709002
263
#263
1 Frags +

http://i.imgur.com/PRkJvzD.jpg

This sign sold me on this map. This map looks really beautiful but did notice some texture problems with last and on the glass of the lighthouses, but overall i think this will be a great map. I can't wait for this map to be casted.

[img]http://i.imgur.com/PRkJvzD.jpg[/img]This sign sold me on this map. This map looks really beautiful but did notice some texture problems with last and on the glass of the lighthouses, but overall i think this will be a great map. I can't wait for this map to be casted.
264
#264
7 Frags +

If anyone wants it for your server I made the spawns for soap dm because I have nothing better to do

"cp_sunshine_rc1a"
    {
        "red"
        {
            "Red choke"
            {
                "origin"    "-1121.420532 3330.622559 68.289474"
                "angles"    "-2.356567 -179.357300 0.000000"
            }
            "Red flank"
            {
                "origin"    "-2758.084473 3079.824463 204.031311"
                "angles"    "5.246035 89.462204 0.000000"
            }
            "Red roof"
            {
                "origin"    "-1708.072144 4103.410645 458.991730"
                "angles"    "7.383407 -179.597519 0.000000"
            }
            "Red cafe"
            {
                "origin"    "-1108.210449 4338.502930 132.031311"
                "angles"    "-0.930970 -179.119644 0.000000"
            }
        }
        "blue"
        {
            "Blu choke"
            {
                "origin"    "-4045.283691 4915.129395 75.564346"
                "angles"    "1.800902 -3.735364 0.000000"
            }
            "Blu flank"
            {
                "origin"    "-2354.458984 5108.685059 204.031311"
                "angles"    "10.829761 -93.310516 0.000000"
            }
            "Blu roof"
            {
                "origin"    "3459.375488 4074.825195 470.88397"
                "angles"    "12.195948 1.551104 0.000000"
            }
            "Blu cafe"
            {
                "origin"    "-3979.721191 3867.468262 132.03131"
                "angles"    "0.672421 0.718558 0.000000"
            }
        }
    }
If anyone wants it for your server I made the spawns for soap dm because I have nothing better to do

[code]"cp_sunshine_rc1a"
{
"red"
{
"Red choke"
{
"origin" "-1121.420532 3330.622559 68.289474"
"angles" "-2.356567 -179.357300 0.000000"
}
"Red flank"
{
"origin" "-2758.084473 3079.824463 204.031311"
"angles" "5.246035 89.462204 0.000000"
}
"Red roof"
{
"origin" "-1708.072144 4103.410645 458.991730"
"angles" "7.383407 -179.597519 0.000000"
}
"Red cafe"
{
"origin" "-1108.210449 4338.502930 132.031311"
"angles" "-0.930970 -179.119644 0.000000"
}
}
"blue"
{
"Blu choke"
{
"origin" "-4045.283691 4915.129395 75.564346"
"angles" "1.800902 -3.735364 0.000000"
}
"Blu flank"
{
"origin" "-2354.458984 5108.685059 204.031311"
"angles" "10.829761 -93.310516 0.000000"
}
"Blu roof"
{
"origin" "3459.375488 4074.825195 470.88397"
"angles" "12.195948 1.551104 0.000000"
}
"Blu cafe"
{
"origin" "-3979.721191 3867.468262 132.03131"
"angles" "0.672421 0.718558 0.000000"
}
}
}[/code]
265
#265
cp_sunshine, cp_cardinal
2 Frags +

YES, for the record those funky reflections on the windows and etc are a BUG. I'm going to release cp_sunshine_rc1a TONIGHT as a fix, all download links will be replaced with THAT so people don't accidentally DL the bad version. Might fix one or two of the issues mentioned above too. Droid you will have to rename those SOAP spawns when I release rc1a as well. Cheers, that should be the last version before ESEA I hope.

YES, for the record those funky reflections on the windows and etc are a BUG. I'm going to release cp_sunshine_rc1a TONIGHT as a fix, all download links will be replaced with THAT so people don't accidentally DL the bad version. Might fix one or two of the issues mentioned above too. Droid you will have to rename those SOAP spawns when I release rc1a as well. Cheers, that should be the last version before ESEA I hope.
266
#266
cp_sunshine, cp_cardinal
3 Frags +

rc1a is out. cubemaps should be fixed, along with a few other little tiny things.

https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_rc1a.bsp.bz2

edited OP and rc1 post. download and use this version, please! thanks~

rc1a is out. cubemaps should be fixed, along with a few other little tiny things.

https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_rc1a.bsp.bz2

edited OP and rc1 post. download and use this version, please! thanks~
267
#267
4 Frags +

put in the #tf2.pug.na rotation, so you guys can test it out there

put in the #tf2.pug.na rotation, so you guys can test it out there
268
#268
4 Frags +

The map is very pretty and hopefully it will play as good as it looks. A few things I would like to mention however.

http://i.imgur.com/tr3IYuC.jpg

this pillar in the middle makes no sense to me. It's ugly to look at and its in the way for how one wants to move around on last point.

http://i.imgur.com/kHHvN8R.jpg

You can see it in this picture. the fastest way I've found to mid is by going on the left there. During the rollout the soldier would have to jump up to the pipe and then wall jump towards the door. if the pillar wasnt there the soldier could do two small jumps close to the ground. Its a minor detail but still annoying.

For a demoman however the fastest way to move to that left door is by jumping over the pipe, resulting in fall damage at the end and it just seems very unnecessary.

Now I think I know why you put the pillar there and what function it has. My guess is that its there to create a wall from spawners to the point, Much like the glass on badlands and gully or the fences on metalworks. But I dont think its needed considering how the spawn is basicly moved into a corner and the two ways of moving out from spawn are easily spammable by being in these two "box portions". If there was anything you would want to limit from that pillar its scouts moving from spawn in which I suggest you remove the pillar and set up some kinda fence or boundary that is too high to double jump over (however I think one should be able to winger jump over) in order to limit the defenders spawn possibilities. With that in mind I also think a good compensation for the vertical openness that the point should be capped a bit faster.

http://i.imgur.com/HNoCXfD.jpg

There is too much of the same texture being used here. Its one of the ugliest portions of the map and its ugliness exceeds that of even metalworks in my opinion(metalworks being an eyesore of edges while this one just being bland). I think you should mix in some of the wooden textures from middle which is also being used by the 2nd point.

http://i.imgur.com/44ZxieM.jpg

Fill up the holes. It makes you believe you can shoot trough them which one shouldnt.

http://i.imgur.com/VypNQU0.jpg

every entrance from last to 2nd have the height disadvantage. This is a huge problem in my eyes because it makes pushing out from last feel really heavy and hard. I think the balcony bit should be raised a bit to match the height of the point (or maybe a just underneath it).
I also think the door and roof out from balcony should be raised. but the fence outside of it remain unchanged. This would make it easyer for soldiers and demos to jump out from it while the fence blocks spam. Just a minor detail.

Another thing to mention is that because there are so many entrances to 2nd, if the attacking team where to hold lobby before pushing last, and the defending team managed to get a player into lobby he would have a higher chance of managing to rush behind them. however that would just be an incentive to push last for most teams. Its an interesting situation which I think will be unique to this map. Definetly need playtesting opinions on that matter.

http://i.imgur.com/4fSW0ot.jpg

http://i.imgur.com/IRPSAlg.jpg

these three big packs are so close together I think you should remove the one in bottom lobby. the one in the alley has a function on mid aswell as 2nd that i think it should stay.

http://i.imgur.com/CIpMzoZ.jpg

This pack is too close to the cafe pack. If you do want a health refill there it should be the smallest health pack and not a medium one.

http://i.imgur.com/8LYFm2H.jpg

I dont know what this fence is there for. If it doesnt have any intention then I suggest you remove it(It doesnt really block any spam if thats what you're going for).

These are just my 2cents from fooling around with it a bit.

The map is very pretty and hopefully it will play as good as it looks. A few things I would like to mention however.

[img]http://i.imgur.com/tr3IYuC.jpg[/img] this pillar in the middle makes no sense to me. It's ugly to look at and its in the way for how one wants to move around on last point.

[img]http://i.imgur.com/kHHvN8R.jpg[/img]
You can see it in this picture. the fastest way I've found to mid is by going on the left there. During the rollout the soldier would have to jump up to the pipe and then wall jump towards the door. if the pillar wasnt there the soldier could do two small jumps close to the ground. Its a minor detail but still annoying.

For a demoman however the fastest way to move to that left door is by jumping over the pipe, resulting in fall damage at the end and it just seems very unnecessary.

Now I think I know why you put the pillar there and what function it has. My guess is that its there to create a wall from spawners to the point, Much like the glass on badlands and gully or the fences on metalworks. But I dont think its needed considering how the spawn is basicly moved into a corner and the two ways of moving out from spawn are easily spammable by being in these two "box portions". If there was anything you would want to limit from that pillar its scouts moving from spawn in which I suggest you remove the pillar and set up some kinda fence or boundary that is too high to double jump over (however I think one should be able to winger jump over) in order to limit the defenders spawn possibilities. With that in mind I also think a good compensation for the vertical openness that the point should be capped a bit faster.

[img]http://i.imgur.com/HNoCXfD.jpg[/img]

There is too much of the same texture being used here. Its one of the ugliest portions of the map and its ugliness exceeds that of even metalworks in my opinion(metalworks being an eyesore of edges while this one just being bland). I think you should mix in some of the wooden textures from middle which is also being used by the 2nd point.

[img]http://i.imgur.com/44ZxieM.jpg[/img]
Fill up the holes. It makes you believe you can shoot trough them which one shouldnt.

[img]http://i.imgur.com/VypNQU0.jpg[/img]

every entrance from last to 2nd have the height disadvantage. This is a huge problem in my eyes because it makes pushing out from last feel really heavy and hard. I think the balcony bit should be raised a bit to match the height of the point (or maybe a just underneath it).
I also think the door and roof out from balcony should be raised. but the fence outside of it remain unchanged. This would make it easyer for soldiers and demos to jump out from it while the fence blocks spam. Just a minor detail.

Another thing to mention is that because there are so many entrances to 2nd, if the attacking team where to hold lobby before pushing last, and the defending team managed to get a player into lobby he would have a higher chance of managing to rush behind them. however that would just be an incentive to push last for most teams. Its an interesting situation which I think will be unique to this map. Definetly need playtesting opinions on that matter.

[img]http://i.imgur.com/4fSW0ot.jpg[/img]
[img]http://i.imgur.com/IRPSAlg.jpg[/img]
these three big packs are so close together I think you should remove the one in bottom lobby. the one in the alley has a function on mid aswell as 2nd that i think it should stay.

[img]http://i.imgur.com/CIpMzoZ.jpg[/img]
This pack is too close to the cafe pack. If you do want a health refill there it should be the smallest health pack and not a medium one.

[img]http://i.imgur.com/8LYFm2H.jpg[/img]
I dont know what this fence is there for. If it doesnt have any intention then I suggest you remove it(It doesnt really block any spam if thats what you're going for).

These are just my 2cents from fooling around with it a bit.
269
#269
6 Frags +

just a few recommendations/bugs
Its really easy to spawn camp on this map if you're playing point, maybe moving a spawn door to the far right might be a good idea and working around that, you can also shoot the spawn and cap the point from here
http://steamcommunity.com/sharedfiles/filedetails/?id=227692518
I don't think this roof should be a place that you could stand on, theres no real downside to standing on it as roamer since its slanted and if you're on the edge and you hit the wall you won't get any splash
http://steamcommunity.com/sharedfiles/filedetails/?id=227692506
pushing out of last looks really difficult unless you wipe them due to how many doors there are these two may not be the best to remove but if you think it would help then i would recommend it
http://steamcommunity.com/sharedfiles/filedetails/?id=227692540
http://steamcommunity.com/sharedfiles/filedetails/?id=227692531
this spot is stupid pls fix
http://steamcommunity.com/sharedfiles/filedetails/?id=227692565
this is also stupid
http://steamcommunity.com/sharedfiles/filedetails/?id=227693414
http://steamcommunity.com/sharedfiles/filedetails/?id=227693445

just a few recommendations/bugs
Its really easy to spawn camp on this map if you're playing point, maybe moving a spawn door to the far right might be a good idea and working around that, you can also shoot the spawn and cap the point from here
http://steamcommunity.com/sharedfiles/filedetails/?id=227692518
I don't think this roof should be a place that you could stand on, theres no real downside to standing on it as roamer since its slanted and if you're on the edge and you hit the wall you won't get any splash
http://steamcommunity.com/sharedfiles/filedetails/?id=227692506
pushing out of last looks really difficult unless you wipe them due to how many doors there are these two may not be the best to remove but if you think it would help then i would recommend it
http://steamcommunity.com/sharedfiles/filedetails/?id=227692540
http://steamcommunity.com/sharedfiles/filedetails/?id=227692531
this spot is stupid pls fix
http://steamcommunity.com/sharedfiles/filedetails/?id=227692565
this is also stupid
http://steamcommunity.com/sharedfiles/filedetails/?id=227693414
http://steamcommunity.com/sharedfiles/filedetails/?id=227693445
270
#270
-3 Frags +

Is there a link to a download of cp_sunshine_rc1a.bsp ? or just cp_sunshine_rc1a.bsp.bz2

Is there a link to a download of cp_sunshine_rc1a.bsp ? or just cp_sunshine_rc1a.bsp.bz2
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