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cp_sunshine (5CP)
451
#451
cp_sunshine, cp_cardinal
11 Frags +

HYPE ???????

[ rc6 soon, feel free to comment on everything and anything from the screenies. heavy heavy WIP and lighting is terrible but it gets the point across :^) things are still being moved around + edited + remade. COMMENT ON EVERYTHING THAT BOTHERS YOU ]

https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-02_00002.jpg

https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-02_00004.jpg

HYPE ???????

[ rc6 soon, feel free to comment on everything and anything from the screenies. heavy heavy WIP and lighting is terrible but it gets the [i]point[/i] across :^) things are still being moved around + edited + remade. COMMENT ON EVERYTHING THAT BOTHERS YOU ]

[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-02_00002.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-02_00004.jpg[/img]
452
#452
4 Frags +
PhiHYPE ???????

[ rc6 soon, feel free to comment on everything and anything from the screenies. heavy heavy WIP and lighting is terrible but it gets the point across :^) things are still being moved around + edited + remade. COMMENT ON EVERYTHING THAT BOTHERS YOU ]

https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-02_00002.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-02_00004.jpg

reminds me of gorge for some reason

[quote=Phi]HYPE ???????

[ rc6 soon, feel free to comment on everything and anything from the screenies. heavy heavy WIP and lighting is terrible but it gets the [i]point[/i] across :^) things are still being moved around + edited + remade. COMMENT ON EVERYTHING THAT BOTHERS YOU ]

[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-02_00002.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-02_00004.jpg[/img][/quote]


reminds me of gorge for some reason
453
#453
1 Frags +

Left side looks a lot better than the previous version, but it also looks too sniper friendly. Looks like you can snipe into lobby from the back left side.

Left side looks a lot better than the previous version, but it also looks too sniper friendly. Looks like you can snipe into lobby from the back left side.
454
#454
0 Frags +
Ond_kajaLeft side looks a lot better than the previous version, but it also looks too sniper friendly. Looks like you can snipe into lobby from the back left side.

I agree, I'd like to see it from the spawn's pov just to make sure there's a safe place for the med to stand.

[quote=Ond_kaja]Left side looks a lot better than the previous version, but it also looks too sniper friendly. Looks like you can snipe into lobby from the back left side.[/quote]
I agree, I'd like to see it from the spawn's pov just to make sure there's a safe place for the med to stand.
455
#455
1 Frags +

There's something really wrong with the lighting in SFM, I'm not sure what's causing it exactly but if you could take a look at it that'd be awesome. This is RC5, but it probably wasn't fixed in RC6 yet. I think it's something related to HDR.

http://puu.sh/gZLi1/b1d11af7d4.png

There's something really wrong with the lighting in SFM, I'm not sure what's causing it exactly but if you could take a look at it that'd be awesome. This is RC5, but it probably wasn't fixed in RC6 yet. I think it's something related to HDR.

[img]http://puu.sh/gZLi1/b1d11af7d4.png[/img]
456
#456
3 Frags +

I like the last changes, just wanted to say please optimise the map a bit more as well, lots of people are having framerate issues

I like the last changes, just wanted to say please optimise the map a bit more as well, lots of people are having framerate issues
457
#457
-1 Frags +

is there 2 spawn doors still?
hard to tell if that bit where the middle spawn was, is a window or an entryway

is there 2 spawn doors still?
hard to tell if that bit where the middle spawn was, is a window or an entryway
458
#458
1 Frags +

I don't think you're supposed to be able to get here (you can do it on both sides of the claw)

http://i.imgur.com/uydxlf7.jpg

This lamp is sorta glitchy. Idk if it's an engine bug but you can get stuck here for a few seconds pretty easily. Also the floor under the lamp isn't clipped properly.

http://i.imgur.com/6Y4VXOY.jpg

There are also a few things that you can stand on that don't really make a gameplay difference but are kinda weird. Like you can stand on the handles of the lockers in lobby or the control panels in secret and on the far side of last.

I don't think you're supposed to be able to get here (you can do it on both sides of the claw)
[img]http://i.imgur.com/uydxlf7.jpg[/img]

This lamp is sorta glitchy. Idk if it's an engine bug but you can get stuck here for a few seconds pretty easily. Also the floor under the lamp isn't clipped properly.
[img]http://i.imgur.com/6Y4VXOY.jpg[/img]

There are also a few things that you can stand on that don't really make a gameplay difference but are kinda weird. Like you can stand on the handles of the lockers in lobby or the control panels in secret and on the far side of last.
459
#459
cp_sunshine, cp_cardinal
6 Frags +

cp_sunshine_rc6

All relevant info is in OP. Have fun.

Google Drive: https://drive.google.com/file/d/0BybsdBbM2e8xVWtQTWtXU21GSU0/view?usp=sharing
Mediafire: http://www.mediafire.com/download/of62540vqvm5dwq/cp_sunshine_rc6.bsp.bz2

If anyone could make mirrors for the map download that'd be great. I can't really use Dropbox anymore for fear of them banning my free account again for too many downloads.

FYI: If you get the mysterious missing textures glitch, move the map file from tf/download/maps to tf/maps (or vice versa.) As far as I know this isn't a map issue, rather it's a really weird bug with TF2 and the source engine, and as far as I know swapping the file through the folders and reloading TF2 should fix it. Hopefully.

https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-12_00002.jpg

https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-12_00004.jpg

https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-12_00005.jpg

https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-12_00006.jpg

https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-12_00008.jpg

https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-12_00009.jpg

cp_sunshine_rc6

All relevant info is in OP. Have fun.

Google Drive: https://drive.google.com/file/d/0BybsdBbM2e8xVWtQTWtXU21GSU0/view?usp=sharing
Mediafire: http://www.mediafire.com/download/of62540vqvm5dwq/cp_sunshine_rc6.bsp.bz2

If anyone could make mirrors for the map download that'd be great. I can't really use Dropbox anymore for fear of them banning my free account again for too many downloads.

FYI: If you get the mysterious missing textures glitch, move the map file from tf/download/maps to tf/maps (or vice versa.) As far as I know this isn't a map issue, rather it's a really weird bug with TF2 and the source engine, and as far as I know swapping the file through the folders and reloading TF2 should fix it. Hopefully.

[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-12_00002.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-12_00004.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-12_00005.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-12_00006.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-12_00008.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-04-12_00009.jpg[/img]
460
#460
0 Frags +

http://i.imgur.com/pxrGEhl.jpg
http://i.imgur.com/0ZGjLAe.jpg (yes, the sniper is behind the box)

This sightline is very broken at the moment, needs an urgent fix!

http://i.imgur.com/pxrGEhl.jpg
http://i.imgur.com/0ZGjLAe.jpg (yes, the sniper is behind the box)

This sightline is very broken at the moment, needs an urgent fix!
461
#461
cp_sunshine, cp_cardinal
2 Frags +

As luck would have it I screwed up something with the game logic that inhouse pugs didn't find
New version coming in 2 hours
sightline will be fixed
please delete the version you have before downloading the new one. NAME WILL NOT BE CHANGED FROM RC6. DO NOT UPLOAD.
Recompiling right now. Will make another post when the real RC6 is up.

[s]As luck would have it I screwed up something with the game logic that inhouse pugs didn't find
New version coming in 2 hours
sightline will be fixed
please delete the version you have before downloading the new one. NAME WILL NOT BE CHANGED FROM RC6. DO NOT UPLOAD.
Recompiling right now. Will make another post when the real RC6 is up.[/s]
462
#462
cp_sunshine, cp_cardinal
1 Frags +

Sorry for the delay. Actual real version is up now. Details in OP! Everything should be working and a-ok. Please contact me quick if there's any big issues! Thanks!

Sorry for the delay. Actual real version is up now. Details in OP! Everything should be working and a-ok. Please contact me quick if there's any big issues! Thanks!
463
#463
0 Frags +

Mirror:
https://mega.co.nz/#!SRM3EKaS!6y3bykt7mB5ELTR2PZxAneJoTO1QI-ZaNpbGZKlLQSI

Could the changes be summarised into a slightly redesigned last and fixes across the map?

Mirror:
https://mega.co.nz/#!SRM3EKaS!6y3bykt7mB5ELTR2PZxAneJoTO1QI-ZaNpbGZKlLQSI

Could the changes be summarised into a slightly redesigned last and fixes across the map?
464
#464
cp_sunshine, cp_cardinal
0 Frags +

Yeah, in general last has been redesigned and a /ton/ of small stuff around the map has been fixed. The list is way too long for me to compile and half of it I never documented so I can't write it down very easily.

But yeah that's a good summary of it! That and optimization. Got the compile time down from 2.5 hrs to <1hr too.

Yeah, in general last has been redesigned and a /ton/ of small stuff around the map has been fixed. The list is way too long for me to compile and half of it I never documented so I can't write it down very easily.

But yeah that's a good summary of it! That and optimization. Got the compile time down from 2.5 hrs to <1hr too.
465
#465
2 Frags +

Can you instead make a whole new version of the map, like rc6a or something like that so it would stand out from the two different rc6's that people have?

A general changelog of last point would be appreciated to have at some point too, but that's not mandatory, it would just be nice to analyze what has exactly been fixed from the last version and the new one.

lol downvotes, do you people rather want 2 different rc6's then or a one that's the same but just with a different name?

Can you instead make a whole new version of the map, like rc6a or something like that so it would stand out from the two different rc6's that people have?

A general changelog of last point would be appreciated to have at some point too, but that's not mandatory, it would just be nice to analyze what has exactly been fixed from the last version and the new one.

lol downvotes, do you people rather want 2 different rc6's then or a one that's the same but just with a different name?
466
#466
-2 Frags +

Mirror: http://sl8.eu/files/cp_sunshine_rc6.bsp.bz2

Mirror: [url=http://sl8.eu/files/cp_sunshine_rc6.bsp.bz2]http://sl8.eu/files/cp_sunshine_rc6.bsp.bz2[/url]
467
#467
cp_sunshine, cp_cardinal
5 Frags +

UGH. No, I understand, bloodis. It's perfectly reasonable especially considering people were SO quick to put the wrong rc6 up on various download servers even though it was wrong.

I'm really sorry for this whole mess. I'm just going to put out an RC7 like Scorpio did with Metalworks because filenames are dumb and I hate appending letters to the numbered names.

Again, I apologize. I'm just going to take file downloads off and put up an RC7 once I recompile it and make sure it's not going to cause a huge mess like this whole RC6 business did.

UGH. No, I understand, bloodis. It's perfectly reasonable especially considering people were SO quick to put the wrong rc6 up on various download servers even though it was wrong.

I'm really sorry for this whole mess. I'm just going to put out an RC7 like Scorpio did with Metalworks because filenames are dumb and I hate appending letters to the numbered names.

Again, I apologize. I'm just going to take file downloads off and put up an RC7 once I recompile it and make sure it's not going to cause a huge mess like this whole RC6 business did.
468
#468
cp_sunshine, cp_cardinal
4 Frags +

RC7 updated.

Google Drive: https://drive.google.com/open?id=0BybsdBbM2e8xVU1nUmJ4NzNaZDg&authuser=0
Mediafire: http://www.mediafire.com/download/f7l49ckflvxqgcd/cp_sunshine_rc7.bsp.bz2

Last update for a couple months until it gets some season testing and people can objectively say things about it. Hopefully this version should play better overall than RC5, we shall see. Sorry for the RC6 mess, just went straight to RC7 so as to not add too much more to the confusion. This should work for everyone.

All relevant info in the OP has been updated. Cheers.

RC7 updated.

Google Drive: https://drive.google.com/open?id=0BybsdBbM2e8xVU1nUmJ4NzNaZDg&authuser=0
Mediafire: http://www.mediafire.com/download/f7l49ckflvxqgcd/cp_sunshine_rc7.bsp.bz2

Last update for a couple months until it gets some season testing and people can objectively say things about it. Hopefully this version should play better overall than RC5, we shall see. Sorry for the RC6 mess, just went straight to RC7 so as to not add too much more to the confusion. This should work for everyone.

All relevant info in the OP has been updated. Cheers.
469
#469
-1 Frags +
PhiSorry for the RC6 mess, just went straight to RC7 so as to not add too much more to the confusion.

Damn, I'm sorry you had to go through something like that. I've had similar issues in the past and I know how much of a pain it can be.

Do you know if you fixed up any lighting issues in RC6/7 that could have caused what I mentioned earlier about SFM?

[quote=Phi]Sorry for the RC6 mess, just went straight to RC7 so as to not add too much more to the confusion.[/quote]
Damn, I'm sorry you had to go through something like that. I've had similar issues in the past and I know how much of a pain it can be.

Do you know if you fixed up any lighting issues in RC6/7 that could have caused what I mentioned earlier about SFM?
470
#470
cp_sunshine, cp_cardinal
0 Frags +
yttriumPhiSorry for the RC6 mess, just went straight to RC7 so as to not add too much more to the confusion.Damn, I'm sorry you had to go through something like that. I've had similar issues in the past and I know how much of a pain it can be.

Do you know if you fixed up any lighting issues in RC6/7 that could have caused what I mentioned earlier about SFM?

Have you tried rebuilding cubemaps in-game in SFM? I would have no idea if that would fix the problem, but it could be a possible solution.

[quote=yttrium][quote=Phi]Sorry for the RC6 mess, just went straight to RC7 so as to not add too much more to the confusion.[/quote]
Damn, I'm sorry you had to go through something like that. I've had similar issues in the past and I know how much of a pain it can be.

Do you know if you fixed up any lighting issues in RC6/7 that could have caused what I mentioned earlier about SFM?[/quote]

Have you tried rebuilding cubemaps in-game in SFM? I would have no idea if that would fix the problem, but it could be a possible solution.
471
#471
0 Frags +
PhiHave you tried rebuilding cubemaps in-game in SFM? I would have no idea if that would fix the problem, but it could be a possible solution.

Yeah, can't remember what it did but it didn't fix the issue. Also tried recompiling and pretty much every texture stopped working.

[quote=Phi]Have you tried rebuilding cubemaps in-game in SFM? I would have no idea if that would fix the problem, but it could be a possible solution.[/quote]
Yeah, can't remember what it did but it didn't fix the issue. Also tried recompiling and pretty much every texture stopped working.
472
#472
1 Frags +

Mirror: http://sl8.eu/files/cp_sunshine_rc7.bsp.bz2

Mirror: [url=http://sl8.eu/files/cp_sunshine_rc7.bsp.bz2]http://sl8.eu/files/cp_sunshine_rc7.bsp.bz2[/url]
473
#473
0 Frags +

new respawn and last look cool, is it normal that some objects like crates and barrels fade with the distance?

edit: ok nvm, seems like moving the map into downloads/maps and restarting the game fixed that

edit2: it happens randomly no matter you put the map in those 2 different folders, now i deleted the map from downloads/map, sometimes happens, sometimes doesn't, i don't know

new respawn and last look cool, is it normal that some objects like crates and barrels fade with the distance?

edit: ok nvm, seems like moving the map into downloads/maps and restarting the game fixed that

edit2: it happens randomly no matter you put the map in those 2 different folders, now i deleted the map from downloads/map, sometimes happens, sometimes doesn't, i don't know
474
#474
6 Frags +

Just my 2 cents, but I think the last is a tad too sniper dominant. You can literally have a sniper lockdown an entire area from spawn, and if he missed he can always just switch back to his class almost instantly.

Could be countered by simply rotating the spawn doors like 90 degrees so they face the point I reckon, but hey I'm no map maker, just a thought from recent scrims.

Just my 2 cents, but I think the last is a tad too sniper dominant. You can literally have a sniper lockdown an entire area from spawn, and if he missed he can always just switch back to his class almost instantly.

Could be countered by simply rotating the spawn doors like 90 degrees so they face the point I reckon, but hey I'm no map maker, just a thought from recent scrims.
475
#475
cp_sunshine, cp_cardinal
2 Frags +
STOGEJust my 2 cents, but I think the last is a tad too sniper dominant. You can literally have a sniper lockdown an entire area from spawn, and if he missed he can always just switch back to his class almost instantly.

Could be countered by simply rotating the spawn doors like 90 degrees so they face the point I reckon, but hey I'm no map maker, just a thought from recent scrims.

Sounds good to me! Glad to hear other people are having the same thoughts. That's definitely one change I'm most likely going to make for next version, as well as a few other things on last to make sniper less powerful. I know of most of the sightlines everyone is talking about so I'll definitely be doing something about it! No worries, thanks for posting about this!

[quote=STOGE]Just my 2 cents, but I think the last is a tad too sniper dominant. You can literally have a sniper lockdown an entire area from spawn, and if he missed he can always just switch back to his class almost instantly.

Could be countered by simply rotating the spawn doors like 90 degrees so they face the point I reckon, but hey I'm no map maker, just a thought from recent scrims.[/quote]

Sounds good to me! Glad to hear other people are having the same thoughts. That's definitely one change I'm most likely going to make for next version, as well as a few other things on last to make sniper less powerful. I know of most of the sightlines everyone is talking about so I'll definitely be doing something about it! No worries, thanks for posting about this!
476
#476
0 Frags +

The map is still over 100 MB, and there's still plenty of roofs/props/architecture that are no clipped that we can't stand on. I understand you want to make it pretty, but this bugs me a bit..

I think the last changes will be good also.

The map is still over 100 MB, and there's still plenty of roofs/props/architecture that are no clipped that we can't stand on. I understand you want to make it pretty, but this bugs me a bit..

I think the last changes will be good also.
477
#477
cp_sunshine, cp_cardinal
6 Frags +
TwiggyThe map is still over 100 MB, and there's still plenty of roofs/props/architecture that are no clipped that we can't stand on. I understand you want to make it pretty, but this bugs me a bit..

I think the last changes will be good also.

Filesize optimization is definitely a good chunk of what I'm going to do for RC8. Lots of lightmap stuff and hopefully taking out most of the custom textures/props that aren't mine and replace them with stock ones.

A good deal of those clipped things are for detail, yes, and I don't think they're an issue - anyone who spends a couple minutes on the map will learn what's clipped and what's not. If there's any particular spot that really looks like it should be walkable (but isn't), feel free to post screenshots here and I'll see what I can do.

[quote=Twiggy]The map is still over 100 MB, and there's still plenty of roofs/props/architecture that are no clipped that we can't stand on. I understand you want to make it pretty, but this bugs me a bit..

I think the last changes will be good also.[/quote]

Filesize optimization is definitely a good chunk of what I'm going to do for RC8. Lots of lightmap stuff and hopefully taking out most of the custom textures/props that aren't mine and replace them with stock ones.

A good deal of those clipped things are for detail, yes, and I don't think they're an issue - anyone who spends a couple minutes on the map will learn what's clipped and what's not. If there's any particular spot that [i]really[/i] looks like it should be walkable (but isn't), feel free to post screenshots here and I'll see what I can do.
478
#478
1 Frags +

I'll edit this post and provide pictures in a sec, but if you build a sentry on the boxes at last and plan to upgrade it from that position, when jumping at the box, you can get stuck in the clipping a bit

EDIT: I forgot about this but yeah
https://www.youtube.com/watch?v=gXsFLCOkFIU&feature=youtu.be

ignore the audio, was watching a stream

I'll edit this post and provide pictures in a sec, but if you build a sentry on the boxes at last and plan to upgrade it from that position, when jumping at the box, you can get stuck in the clipping a bit

EDIT: I forgot about this but yeah
https://www.youtube.com/watch?v=gXsFLCOkFIU&feature=youtu.be

ignore the audio, was watching a stream
479
#479
1 Frags +

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

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

[img]http://i.imgur.com/hArmDuF.jpg[/img]
[img]http://i.imgur.com/mFCSIJn.jpg[/img]
480
#480
2 Frags +

The metal edges of this door (where my crosshair is for example) bounces stickies off of it and in a random direction. From what I could find, this is only an issue on this door. (both red and blue sides)

Show Content

Not a huge deal but figured I'd mention it.

The metal edges of this door (where my crosshair is for example) bounces stickies off of it and in a random direction. From what I could find, this is only an issue on this door. (both red and blue sides)
[spoiler][img]http://images.akamai.steamusercontent.com/ugc/28489652708238362/949A4A6C5E4237DFEBD30E58BA2A20C7CE770C8C/[/img][/spoiler]
Not a huge deal but figured I'd mention it.
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