yo! been talking to a lot of people about what they think should be done about last and I'm gonna be doing pretty much exactly what you're saying, sideshow:
removing double door and making it into a single door choke, slightly wider, pushing it back a tad to open space up without extending sightlines.. & actually making it so all the sightlines on shutter don't exist anymore, removing box, extending gap under fence a little. one thing that some people might not unanimously approve on is that I'm removing secret, but in my eyes and in the eyes of many others it was just a dumb spot where a sentry could be put and not much else. optimization is also going to improve as well. the teleporter bug is gone for rc8, clipping all over has been smoothed out as much as possible, and various bits of visual clutter are being removed.
there are tons of other minor changes too, like one-way spawn windows and differently oriented spawn doors ( | | instead of _ _ ) and they're all coming for rc8. test versions are being distributed locally, hmu on steam if you want one to run around in.
I am aiming for rc8 to be *essentially* final, but reserving the "_final" name for what the future may hold. could be a little brash to hope for that, but there is always a possibility that an rc9 may happen due to anything that could need fixing; although I feel like this version may be the last big update. this has been an amazing journey, don't hesitate to leave any and all feedback for me so I can fix things as much as possible before release. I'm very happy with how the map has turned out and I hope you all will be too. Cheers!
yo! been talking to a lot of people about what they think should be done about last and I'm gonna be doing pretty much exactly what you're saying, sideshow:
removing double door and making it into a single door choke, slightly wider, pushing it back a tad to open space up without extending sightlines.. & actually making it so all the sightlines on shutter don't exist anymore, removing box, extending gap under fence a little. one thing that some people might not unanimously approve on is that I'm removing secret, but in my eyes and in the eyes of many others it was just a dumb spot where a sentry could be put and not much else. optimization is also going to improve as well. the teleporter bug is gone for rc8, clipping all over has been smoothed out as much as possible, and various bits of visual clutter are being removed.
there are tons of other minor changes too, like one-way spawn windows and differently oriented spawn doors ( | | instead of _ _ ) and they're all coming for rc8. test versions are being distributed locally, hmu on steam if you want one to run around in.
I am aiming for rc8 to be *essentially* final, but reserving the "_final" name for what the future may hold. could be a little brash to hope for that, but there is always a possibility that an rc9 may happen due to anything that could need fixing; although I feel like this version may be the last big update. this has been an amazing journey, don't hesitate to leave any and all feedback for me so I can fix things as much as possible before release. I'm very happy with how the map has turned out and I hope you all will be too. Cheers!
Announcing...
cp_sunshine_rc8
Upvote Sunshine on the Steam Maps Workshop!
Google Drive Download: https://docs.google.com/uc?id=0BybsdBbM2e8xaGhKUll0dzhWYkU
Mediafire Download: http://www.mediafire.com/download/lowlj2id10jn3us/cp_sunshine_rc8.bsp.bz2
rc8 changelog from rc7:
- changed lower choke on last
--- removed double door
--- instead, made it a single thin door
--- pushed entrance point back a little bit
- eliminated sightlines to shutter
--- lifted box up to protect against sightline that went over it
--- added barrel on side of prop pile in order to prevent the corner sightline
--- moved boxes in tile room over a slight bit to prevent sightline from spawn
--- tyler's door, aka the small door situated at 45° off of tile room, has been moved slightly
- spawn changes
--- moved resupply cabinets forward slightly
--- angled doors perpendicular to the large wall on last rather than parallel
--- lowered right door, staircase is now outside spawn instead of inside
--- one-way windows à la snakewater
- eliminated secret
- subtly changed capzone on last
- removed computers you could stand on behind last
- fixed teleporter bugs
- extensive clipping pass and prop clippings
- extensive fps improvements, will not be perfect but it will run better than rc7
--- occluders optimized
--- hint brushes worked on extensively
--- more prop fades
--- prop optimization - removing certain poly-heavy props and various little clutter
- streamlined various roof edges
- fixed many texture bugs and lighting errors
- no more spinning lighthouse
- polish
- deer
All glamor screenshots are in the OP, as well as other polishings.
If anything is broken, let me know ASAP and I will put out a cp_sunshine_rc8a. Thanks!
Screenshots of major changes:
https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00001.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00002.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00003.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00004.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00005.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00007.jpg
Announcing...
[b]cp_sunshine_rc8[/b]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=454138250]Upvote Sunshine on the Steam Maps Workshop![/url]
Google Drive Download: https://docs.google.com/uc?id=0BybsdBbM2e8xaGhKUll0dzhWYkU
Mediafire Download: http://www.mediafire.com/download/lowlj2id10jn3us/cp_sunshine_rc8.bsp.bz2
rc8 changelog from rc7:
- changed lower choke on last
--- removed double door
--- instead, made it a single thin door
--- pushed entrance point back a little bit
- eliminated sightlines to shutter
--- lifted box up to protect against sightline that went over it
--- added barrel on side of prop pile in order to prevent the corner sightline
--- moved boxes in tile room over a slight bit to prevent sightline from spawn
--- tyler's door, aka the small door situated at 45° off of tile room, has been moved slightly
- spawn changes
--- moved resupply cabinets forward slightly
--- angled doors perpendicular to the large wall on last rather than parallel
--- lowered right door, staircase is now outside spawn instead of inside
--- one-way windows à la snakewater
- eliminated secret
- subtly changed capzone on last
- removed computers you could stand on behind last
- fixed teleporter bugs
- extensive clipping pass and prop clippings
- extensive fps improvements, will not be perfect but it will run better than rc7
--- occluders optimized
--- hint brushes worked on extensively
--- more prop fades
--- prop optimization - removing certain poly-heavy props and various little clutter
- streamlined various roof edges
- fixed many texture bugs and lighting errors
- no more spinning lighthouse
- polish
- deer
All glamor screenshots are in the OP, as well as other polishings.
If anything is broken, let me know ASAP and I will put out a cp_sunshine_rc8a. Thanks!
Screenshots of major changes:
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00001.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00002.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00003.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00004.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00005.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2015-07-06_00007.jpg[/img]
what does eliminates sightline through shutter mean, because i was just puggint rc8 and i can still use the sniper line.
what does eliminates sightline through shutter mean, because i was just puggint rc8 and i can still use the sniper line.
Elepimpwhat does eliminates sightline through shutter mean, because i was just puggint rc8 and i can still use the sniper line.
u cant snipe over the box anymore
[quote=Elepimp]what does eliminates sightline through shutter mean, because i was just puggint rc8 and i can still use the sniper line.[/quote]
u cant snipe over the box anymore
Elepimpwhat does eliminates sightline through shutter mean, because i was just puggint rc8 and i can still use the sniper line.
you might be thinking of an entirely different sightline than the ones I covered up. the one over the boxes from tile room should be fixed as well as the one to the left side of them from tile room too.
of course with the nature of the layout there are going to be a few remaining sightlines but from what I can tell none of them are anywhere near as strong as the ones on rc7. none shut down shutter as much as the ones on rc7 did.
if you want, you can post a screenshot of it, maybe? if it's a big issue I can put an rc8a out. there's nobody saying that i didn't miss anything. who knows, i could have overlooked it. if it's an issue, it'll be fixed; don't worry.
[quote=Elepimp]what does eliminates sightline through shutter mean, because i was just puggint rc8 and i can still use the sniper line.[/quote]
you might be thinking of an entirely different sightline than the ones I covered up. the one over the boxes from tile room should be fixed as well as the one to the left side of them from tile room too.
of course with the nature of the layout there are going to be a few remaining sightlines but from what I can tell none of them are anywhere near as strong as the ones on rc7. none shut down shutter as much as the ones on rc7 did.
if you want, you can post a screenshot of it, maybe? if it's a big issue I can put an rc8a out. there's nobody saying that i didn't miss anything. who knows, i could have overlooked it. if it's an issue, it'll be fixed; don't worry.
PhiElepimpwhat does eliminates sightline through shutter mean, because i was just puggint rc8 and i can still use the sniper line.
of course with the nature of the layout there are going to be a few remaining sightlines but from what I can tell none of them are anywhere near as strong as the ones on rc7. none shut down shutter as much as the ones on rc7 did.
You can still snipe over the box and look at shutter if you stand on the thing under the box, its risky because of how close it is but I just wanted to let you know :]
[quote=Phi][quote=Elepimp]what does eliminates sightline through shutter mean, because i was just puggint rc8 and i can still use the sniper line.[/quote]
of course with the nature of the layout there are going to be a few remaining sightlines but from what I can tell none of them are anywhere near as strong as the ones on rc7. none shut down shutter as much as the ones on rc7 did.[/quote]
You can still snipe over the box and look at shutter if you stand on the thing under the box, its risky because of how close it is but I just wanted to let you know :]
ElepimpPhiElepimpwhat does eliminates sightline through shutter mean, because i was just puggint rc8 and i can still use the sniper line.
of course with the nature of the layout there are going to be a few remaining sightlines but from what I can tell none of them are anywhere near as strong as the ones on rc7. none shut down shutter as much as the ones on rc7 did.
You can still snipe over the box and look at shutter if you stand on the thing under the box, its risky because of how close it is but I just wanted to let you know :]
ah! good to know! that isn't anywhere near as strong as it used to be but it's completely my fault it still exists hahaha. didn't think of that specific position.
i don't think it warrants a completely new version right now but rest assured it will be fixed whenever next update comes out..
[quote=Elepimp][quote=Phi][quote=Elepimp]what does eliminates sightline through shutter mean, because i was just puggint rc8 and i can still use the sniper line.[/quote]
of course with the nature of the layout there are going to be a few remaining sightlines but from what I can tell none of them are anywhere near as strong as the ones on rc7. none shut down shutter as much as the ones on rc7 did.[/quote]
You can still snipe over the box and look at shutter if you stand on the thing under the box, its risky because of how close it is but I just wanted to let you know :][/quote]
ah! good to know! that isn't anywhere near as strong as it used to be but it's completely my fault it still exists hahaha. didn't think of that specific position.
i don't think it warrants a completely new version right now but rest assured it will be fixed whenever next update comes out..
bump for people who play pugme
bump for people who play pugme
Can I get an answer as to why ESEA is still playing sunshine RC7?? I thought 100% they would switch over to RC8 this season but they have not. Nobody told me they were still planning to play RC7, nobody contacted me to ask for RC8. I'm very disappointed. Is something wrong with RC8 that nobody has told me about?
Can I get an answer as to why ESEA is still playing sunshine RC7?? I thought 100% they would switch over to RC8 this season but they have not. Nobody told me they were still planning to play RC7, nobody contacted me to ask for RC8. I'm very disappointed. Is something wrong with RC8 that nobody has told me about?
ESEA is just kinda a butt
ESEA is just kinda a butt
It's just incredibly frustrating because I know people will complain this season about things I fixed in RC8. Hell, people will probably give Sunshine votes out in the map poll because of things I fixed already. RC8 was out for over two months. I don't get it.
It's just incredibly frustrating because I know people will complain this season about things I [b]fixed[/b] in RC8. Hell, people will probably give Sunshine votes out in the map poll because of things I fixed already. RC8 was out for over two months. I don't get it.
is this your first experience with esea? if so you shouldnt be surprised
hell i fell off my chair when i saw they were using granary pro
is this your first experience with esea? if so you shouldnt be surprised
hell i fell off my chair when i saw they were using granary pro
killing is dumb and really disconnected from the community, idk about tri
killing is dumb and really disconnected from the community, idk about tri
I've had Killing ask me numerous times before when ESEA updated versions in the past. I assumed his silence this time was a way of telling me "we know it's been updated, it's been out for 2 months" as all the previous versions had all been released very shortly before the season.
I've had Killing ask me numerous times before when ESEA updated versions in the past. I assumed his silence this time was a way of telling me "we know it's been updated, it's been out for 2 months" as all the previous versions had all been released very shortly before the season.
PhiI've had Killing ask me numerous times before when ESEA updated versions in the past.
how the fuck did u pull that off
[quote=Phi]I've had Killing ask me numerous times before when ESEA updated versions in the past.[/quote]
how the fuck did u pull that off
HellbentPhiI've had Killing ask me numerous times before when ESEA updated versions in the past.
how the fuck did u pull that off
i've seen this sentiment quite a bit, i've been playing this game for awhile and my admin of choice for a really long time was killing. killing always responded, killing was always really helpful, and he never just ignored me except for 1 time i can remember. he even indulged me when i just was complaining about something. do other people not have good experiences with killing?
[quote=Hellbent][quote=Phi]I've had Killing ask me numerous times before when ESEA updated versions in the past.[/quote]
how the fuck did u pull that off[/quote]
i've seen this sentiment quite a bit, i've been playing this game for awhile and my admin of choice for a really long time was killing. killing always responded, killing was always really helpful, and he never just ignored me except for 1 time i can remember. he even indulged me when i just was complaining about something. do other people not have good experiences with killing?
Thank you for your continued updates Phi. UGC 6s will use rc8 for this season (sunshine match is November 4th).
Please contact me if there are any emergency updates because I'm not very good at monitoring all map threads!
Thank you for your continued updates Phi. UGC 6s will use rc8 for this season (sunshine match is November 4th).
Please contact me if there are any emergency updates because I'm not very good at monitoring all map threads!
So this is deja vu - just got around to watching the Challenger's Cup and they used RC7 (at least for the semifinals match between Epsilon and TLR, haven't watched any other sunshine matches yet).
What's the issue? I can't possibly seek out every single tournament and league running Sunshine and tell them to use RC8. Is this a matter of RC8 not being on servers or something...? It's been out for almost 4 months, people have had a lot of time to update. I guess the issue of ESEA not using RC8 might impact people's decisions but I urge coordinators and tournament organizers to use RC8. Please. Every time RC7 is run people complain about issues I have already fixed and it discourages me a lot, especially in very recent events like the Challenger's Cup.
I urge you to contact me if you have issues with RC8, or any reason why you would possibly play RC7 over RC8.
Thanks
So this is deja vu - just got around to watching the Challenger's Cup and they used RC7 (at least for the semifinals match between Epsilon and TLR, haven't watched any other sunshine matches yet).
What's the issue? I can't possibly seek out every single tournament and league running Sunshine and tell them to use RC8. Is this a matter of RC8 not being on servers or something...? It's been out for almost 4 months, people have had a lot of time to update. I guess the issue of ESEA not using RC8 might impact people's decisions but I urge coordinators and tournament organizers to use RC8. Please. Every time RC7 is run people complain about issues I have already fixed and it discourages me a lot, especially in very recent events like the Challenger's Cup.
I urge you to contact me if you have issues with RC8, or any reason why you would possibly play RC7 over RC8.
Thanks
PhiSo this is deja vu - just got around to watching the Challenger's Cup and they used RC7 (at least for the semifinals match between Epsilon and TLR, haven't watched any other sunshine matches yet).
What's the issue? I can't possibly seek out every single tournament and league running Sunshine and tell them to use RC8. Is this a matter of RC8 not being on servers or something...? It's been out for almost 4 months, people have had a lot of time to update. I guess the issue of ESEA not using RC8 might impact people's decisions but I urge coordinators and tournament organizers to use RC8. Please. Every time RC7 is run people complain about issues I have already fixed and it discourages me a lot, especially in very recent events like the Challenger's Cup.
I urge you to contact me if you have issues with RC8, or any reason why you would possibly play RC7 over RC8.
Thanks
we've been contacting them to update the map but for whatever reason they haven't done so
[quote=Phi]So this is deja vu - just got around to watching the Challenger's Cup and they used RC7 (at least for the semifinals match between Epsilon and TLR, haven't watched any other sunshine matches yet).
What's the issue? I can't possibly seek out every single tournament and league running Sunshine and tell them to use RC8. Is this a matter of RC8 not being on servers or something...? It's been out for almost 4 months, people have had a lot of time to update. I guess the issue of ESEA not using RC8 might impact people's decisions but I urge coordinators and tournament organizers to use RC8. Please. Every time RC7 is run people complain about issues I have already fixed and it discourages me a lot, especially in very recent events like the Challenger's Cup.
I urge you to contact me if you have issues with RC8, or any reason why you would possibly play RC7 over RC8.
Thanks[/quote]
we've been contacting them to update the map but for whatever reason they haven't done so
Will rc9 have the gameplay changes that are in sinshine? Mainly the extra entrance to last point.
Will rc9 have the gameplay changes that are in sinshine? Mainly the extra entrance to last point.
Sinshine was mainly for me to fool around and just try out silly ideas, so more likely than not I won't be making any of the major changes to rc9 that I did for Sinshine (I presume you mean the extra entrance to last and the different staircase around second - everything else, like the deathpits, has no place in competitive). At this point, I'd only make those type of gameplay changes if the map desperately needed them, which I don't believe it does.
However, feel free to give opinions and other feedback as well! RC9 will have some changes, just (most likely) nothing that will majorly impact the way the map plays or the way the map's meta is evolving.
Sinshine was mainly for me to fool around and just try out silly ideas, so more likely than not I won't be making any of the major changes to rc9 that I did for Sinshine (I presume you mean the extra entrance to last and the different staircase around second - everything else, like the deathpits, has no place in competitive). At this point, I'd only make those type of gameplay changes if the map desperately needed them, which I don't believe it does.
However, feel free to give opinions and other feedback as well! RC9 will have some changes, just (most likely) nothing that will majorly impact the way the map plays or the way the map's meta is evolving.
I like the more open point on second, not sure if that extra entrance to last would be better.
I like the more open point on second, not sure if that extra entrance to last would be better.
You get stuck in the door frames outside spawn quite a lot. Would it be possible to make the door frame a bit higher? Also, make the spawn closer to the doors so bad spawns for the medic don't affect the demo rollout. No matter where the medic spawned, he should be able to reach the demo after he made his first jump.
You get stuck in the door frames outside spawn quite a lot. Would it be possible to make the door frame a bit higher? Also, make the spawn closer to the doors so bad spawns for the medic don't affect the demo rollout. No matter where the medic spawned, he should be able to reach the demo after he made his first jump.
Yep, no problem! I can raise the door frames and clip the top off so that you don't get caught on the lip against the ceiling. Thanks for notifying me. I'll move the spawns around a tad as well to try to combat the spawning issue.
Thank you for the feedback.
Yep, no problem! I can raise the door frames and clip the top off so that you don't get caught on the lip against the ceiling. Thanks for notifying me. I'll move the spawns around a tad as well to try to combat the spawning issue.
Thank you for the feedback.
Not a big deal, but there is still some weird clipping that causes a player to snag when you jump up against the light houses. I couldn't actually sit on the side of the red one, but the blue one still has a spot you can stand. http://puu.sh/lhmwb/7a945cd9cd.jpg Btw, nice work on this map. It's one of my favorites.
Not a big deal, but there is still some weird clipping that causes a player to snag when you jump up against the light houses. I couldn't actually sit on the side of the red one, but the blue one still has a spot you can stand. http://puu.sh/lhmwb/7a945cd9cd.jpg Btw, nice work on this map. It's one of my favorites.
KansasNot a big deal, but there is still some weird clipping that causes a player to snag when you jump up against the light houses. I couldn't actually sit on the side of the red one, but the blue one still has a spot you can stand. http://puu.sh/lhmwb/7a945cd9cd.jpg Btw, nice work on this map. It's one of my favorites.
I'm almost certain that's a problem with the game. It happens on a lot of maps, you can snag on non 90 degree geometry. Probably fixable though.
[quote=Kansas]Not a big deal, but there is still some weird clipping that causes a player to snag when you jump up against the light houses. I couldn't actually sit on the side of the red one, but the blue one still has a spot you can stand. http://puu.sh/lhmwb/7a945cd9cd.jpg Btw, nice work on this map. It's one of my favorites.[/quote]
I'm almost certain that's a problem with the game. It happens on a lot of maps, you can snag on non 90 degree geometry. Probably fixable though.
LainKansasNot a big deal, but there is still some weird clipping that causes a player to snag when you jump up against the light houses. I couldn't actually sit on the side of the red one, but the blue one still has a spot you can stand. http://puu.sh/lhmwb/7a945cd9cd.jpg Btw, nice work on this map. It's one of my favorites.
I'm almost certain that's a problem with the game. It happens on a lot of maps, you can snag on non 90 degree geometry. Probably fixable though.
as far as i know, if you cover the surface in player clips it's harder to wallbug
as for changes to rc9, i really like the more open 2nd on sinshine, the lighthouse always feels like such an awkward place to be
[quote=Lain][quote=Kansas]Not a big deal, but there is still some weird clipping that causes a player to snag when you jump up against the light houses. I couldn't actually sit on the side of the red one, but the blue one still has a spot you can stand. http://puu.sh/lhmwb/7a945cd9cd.jpg Btw, nice work on this map. It's one of my favorites.[/quote]
I'm almost certain that's a problem with the game. It happens on a lot of maps, you can snag on non 90 degree geometry. Probably fixable though.[/quote]
as far as i know, if you cover the surface in player clips it's harder to wallbug
as for changes to rc9, i really like the more open 2nd on sinshine, the lighthouse always feels like such an awkward place to be
Starkieas for changes to rc9, i really like the more open 2nd on sinshine, the lighthouse always feels like such an awkward place to be
I agree, it was a lot more fluid of a play area around the lighthouse in Sinshine, whereas in Sunshine I really don't wanna fight near the point, I just want to move to the hold position to fight. It also makes fighting when capturing a lot more fun and less "spam rockets into the lighthouse until they leave."
[quote=Starkie]as for changes to rc9, i really like the more open 2nd on sinshine, the lighthouse always feels like such an awkward place to be[/quote]
I agree, it was a lot more fluid of a play area around the lighthouse in Sinshine, whereas in Sunshine I really don't wanna fight near the point, I just want to move to the hold position to fight. It also makes fighting when capturing a lot more fun and less "spam rockets into the lighthouse until they leave."