Upvote Upvoted 129 Downvote Downvoted
1 ⋅⋅ 17 18 19 20
cp_sunshine (5CP)
571
#571
5 Frags +
PhiThe best part about it going official is that it's included within any content updates, and you don't have to manually download it separately from the rest of your tf2 files. The map will be constantly updated on everybody's end!

To be fair, the Map Workshop already did allow this. It's just a shame no leagues used it.

Congrats on going official though! I remember casting Sunshine when it was mostly dev textures and props didn't even have collision.

[quote=Phi]The best part about it going official is that it's included within any content updates, and you don't have to manually download it separately from the rest of your tf2 files. The map will be constantly updated on everybody's end![/quote]
To be fair, the Map Workshop already did allow this. It's just a shame no leagues used it.

Congrats on going official though! I remember casting Sunshine when it was mostly dev textures and props didn't even have collision.
572
#572
cp_sunshine, cp_cardinal
15 Frags +

Sunshine is now officially in-game! There's been a lot of changes.

Here's a changelog of almost all the major ones (might have missed one or two):

• Blocked sightline from cafe to second
• Raised said door 8u
• Moved cover from cafe to mid in order to make standing on tetris unable to see players pushing through cafe
• Moved and raised doorways exiting cafe in order to support pushing through more
• Moved high ground next to lighthouse down by 48u, aligning it with the high exit from lobby
• Extended out high exit from lobby to make fighting easier
• Changed cover in flowers/valley in order to prevent players standing on fences, and seeing too much
• Moved barrel arrangement on shutter door side of last back 32u
• Raised fence between choke and second by 32u to block sightline
• Opened up the wall between left and right lobby
• Fixed visual glitch with one way windows in last spawn
• Simplified cubbyhole in bottom lobby
• Pushed upper side choke into last forward a bit, created new space for teams to play in – entrance is now closer to last
• Extended fence next to upper side choke to ceiling to prevent players from standing on top
• Major changes to shutter door side of last: if you enter shutter door, you can no longer be spotted from players in last and you have a safer entrance area around pack
• Moved shutter door over significantly, eliminating line of sight from shutter into last
• Shifted around geometry in shutter side lobby to better work with sightlines and encourage teams to use shutter side more
• Filled in useless area that used to connect to what used to be secret
• Edited displacements on mid to make the sightline under the church unusable
• Added planks underneath church to make sightline under church from choke to choke unusable
• Shortened openings on long sides of church to make visibility from shack more limited

Sunshine is now officially in-game! There's been a lot of changes.

Here's a changelog of almost all the major ones (might have missed one or two):

• Blocked sightline from cafe to second
• Raised said door 8u
• Moved cover from cafe to mid in order to make standing on tetris unable to see players pushing through cafe
• Moved and raised doorways exiting cafe in order to support pushing through more
• Moved high ground next to lighthouse down by 48u, aligning it with the high exit from lobby
• Extended out high exit from lobby to make fighting easier
• Changed cover in flowers/valley in order to prevent players standing on fences, and seeing too much
• Moved barrel arrangement on shutter door side of last back 32u
• Raised fence between choke and second by 32u to block sightline
• Opened up the wall between left and right lobby
• Fixed visual glitch with one way windows in last spawn
• Simplified cubbyhole in bottom lobby
• Pushed upper side choke into last forward a bit, created new space for teams to play in – entrance is now closer to last
• Extended fence next to upper side choke to ceiling to prevent players from standing on top
• Major changes to shutter door side of last: if you enter shutter door, you can no longer be spotted from players in last and you have a safer entrance area around pack
• Moved shutter door over significantly, eliminating line of sight from shutter into last
• Shifted around geometry in shutter side lobby to better work with sightlines and encourage teams to use shutter side more
• Filled in useless area that used to connect to what used to be secret
• Edited displacements on mid to make the sightline under the church unusable
• Added planks underneath church to make sightline under church from choke to choke unusable
• Shortened openings on long sides of church to make visibility from shack more limited
573
#573
refresh.tf
7 Frags +

New hiding spot

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

New hiding spot [img]http://i.imgur.com/VrdZxyP.jpg[/img]
574
#574
cp_sunshine, cp_cardinal
6 Frags +
CollaideNew hiding spot

Oh whoops. Guess that slipped by everybody involved. Will wait a day or so and see if there are any more bugs, then patch that out.

[quote=Collaide]New hiding spot[/quote]

Oh whoops. Guess that slipped by everybody involved. Will wait a day or so and see if there are any more bugs, then patch that out.
575
#575
-7 Frags +
PhiSunshine is now officially in-game! There's been a lot of changes.

Here's a changelog of almost all the major ones (might have missed one or two):

• Blocked sightline from cafe to second
• Raised said door 8u
• Moved cover from cafe to mid in order to make standing on tetris unable to see players pushing through cafe
• Moved and raised doorways exiting cafe in order to support pushing through more
• Moved high ground next to lighthouse down by 48u, aligning it with the high exit from lobby
• Extended out high exit from lobby to make fighting easier
• Changed cover in flowers/valley in order to prevent players standing on fences, and seeing too much
• Moved barrel arrangement on shutter door side of last back 32u
• Raised fence between choke and second by 32u to block sightline
• Opened up the wall between left and right lobby
• Fixed visual glitch with one way windows in last spawn
• Simplified cubbyhole in bottom lobby
• Pushed upper side choke into last forward a bit, created new space for teams to play in – entrance is now closer to last
• Extended fence next to upper side choke to ceiling to prevent players from standing on top
• Major changes to shutter door side of last: if you enter shutter door, you can no longer be spotted from players in last and you have a safer entrance area around pack
• Moved shutter door over significantly, eliminating line of sight from shutter into last
• Shifted around geometry in shutter side lobby to better work with sightlines and encourage teams to use shutter side more
• Filled in useless area that used to connect to what used to be secret
• Edited displacements on mid to make the sightline under the church unusable
• Added planks underneath church to make sightline under church from choke to choke unusable
• Shortened openings on long sides of church to make visibility from shack more limited

Well I need to see that to understand what you just said

EDIT: I have gone into the game and the changes look fantastic. Now with all of the changes made to patio, the flanks, and lobby, Sunshine is so much more playable. Phi, you did a great job.

[quote=Phi]Sunshine is now officially in-game! There's been a lot of changes.

Here's a changelog of almost all the major ones (might have missed one or two):

• Blocked sightline from cafe to second
• Raised said door 8u
• Moved cover from cafe to mid in order to make standing on tetris unable to see players pushing through cafe
• Moved and raised doorways exiting cafe in order to support pushing through more
• Moved high ground next to lighthouse down by 48u, aligning it with the high exit from lobby
• Extended out high exit from lobby to make fighting easier
• Changed cover in flowers/valley in order to prevent players standing on fences, and seeing too much
• Moved barrel arrangement on shutter door side of last back 32u
• Raised fence between choke and second by 32u to block sightline
• Opened up the wall between left and right lobby
• Fixed visual glitch with one way windows in last spawn
• Simplified cubbyhole in bottom lobby
• Pushed upper side choke into last forward a bit, created new space for teams to play in – entrance is now closer to last
• Extended fence next to upper side choke to ceiling to prevent players from standing on top
• Major changes to shutter door side of last: if you enter shutter door, you can no longer be spotted from players in last and you have a safer entrance area around pack
• Moved shutter door over significantly, eliminating line of sight from shutter into last
• Shifted around geometry in shutter side lobby to better work with sightlines and encourage teams to use shutter side more
• Filled in useless area that used to connect to what used to be secret
• Edited displacements on mid to make the sightline under the church unusable
• Added planks underneath church to make sightline under church from choke to choke unusable
• Shortened openings on long sides of church to make visibility from shack more limited[/quote]

Well I need to see that to understand what you just said

EDIT: I have gone into the game and the changes look fantastic. Now with all of the changes made to patio, the flanks, and lobby, Sunshine is so much more playable. Phi, you did a great job.
576
#576
1 Frags +
PhiCollaideNew hiding spot
Oh whoops. Guess that slipped by everybody involved. Will wait a day or so and see if there are any more bugs, then patch that out.

Wait, Valve will actually quickly update maps for revisions like these? From community devs?

That's neato.

[quote=Phi][quote=Collaide]New hiding spot[/quote]

Oh whoops. Guess that slipped by everybody involved. Will wait a day or so and see if there are any more bugs, then patch that out.[/quote]
Wait, Valve will actually quickly update maps for revisions like these? From community devs?

That's neato.
577
#577
9 Frags +

did anyone test the official version in 6v6? it wasn't played in esea last week and in pugchamp there's rc9 beeing played

it's unpopular opinion but i like this map

did anyone test the official version in 6v6? it wasn't played in esea last week and in pugchamp there's rc9 beeing played

it's unpopular opinion but i like this map
578
#578
cp_sunshine, cp_cardinal
6 Frags +
degudid anyone test the official version in 6v6? it wasn't played in esea last week and in pugchamp there's rc9 beeing played

ESEA doesn't update map versions until the seasons change. I assume the official version (which is by far the better version in my opinion) will be used once we reach next season. Probably the same for pugchamp.

[quote=degu]did anyone test the official version in 6v6? it wasn't played in esea last week and in pugchamp there's rc9 beeing played[/quote]

ESEA doesn't update map versions until the seasons change. I assume the official version (which is by far the better version in my opinion) will be used once we reach next season. Probably the same for pugchamp.
579
#579
2 Frags +

nice update! but these boxes disappear when you walk away from them, happens on both sides

Show Content
Show Content
nice update! but these boxes disappear when you walk away from them, happens on both sides

[spoiler][img]http://images.akamai.steamusercontent.com/ugc/275101458692936221/63A3C89A4D65D0F007E7235B715405FE42F8A0C1/[/img][/spoiler]

[spoiler][img]http://images.akamai.steamusercontent.com/ugc/275101458692935761/9441D83AEDBA3C47B76575B3F639FC8F27E6729E/[/img][/spoiler]
580
#580
cp_sunshine, cp_cardinal
8 Frags +

With ESEA S23 coming soon, I'm going to fix a number of glitches and visual bugs as well as some slight changes for gameplay based off of recent feedback:

- Ammo placement on mid will be edited so that there are more available options for teams
- Wooden arch coming out from valley will be able to be stood and jumped over again

If anybody has anything (including the smallest of bugs) they'd like to see fixed for the update, let me know either here or in Steam PMs! Thanks.

With ESEA S23 coming soon, I'm going to fix a number of glitches and visual bugs as well as some slight changes for gameplay based off of recent feedback:

- Ammo placement on mid will be edited so that there are more available options for teams
- Wooden arch coming out from valley will be able to be stood and jumped over again

If anybody has anything (including the smallest of bugs) they'd like to see fixed for the update, let me know either here or in Steam PMs! Thanks.
581
#581
0 Frags +

why is my framerate so bad in this map? is there anything specific to 2nd that makes it this bad? the water perhaps?
only map where i get worse frames is valve's viaduct

why is my framerate so bad in this map? is there anything specific to 2nd that makes it this bad? the water perhaps?
only map where i get worse frames is valve's viaduct
582
#582
6 Frags +

You can put stickies on the invis wall in the air in flowers and it's kind of broken
https://clips.twitch.tv/CrepuscularCredulousBobaBleedPurple

You can put stickies on the invis wall in the air in flowers and it's kind of broken
https://clips.twitch.tv/CrepuscularCredulousBobaBleedPurple
583
#583
-3 Frags +
ShearsYou can put stickies on the invis wall in the air in flowers and it's kind of broken
https://clips.twitch.tv/CrepuscularCredulousBobaBleedPurple

shush

[quote=Shears]You can put stickies on the invis wall in the air in flowers and it's kind of broken
https://clips.twitch.tv/CrepuscularCredulousBobaBleedPurple[/quote]
shush
584
#584
1 Frags +

you can also put stickies on snakewaters skybox but I doubt its as useful as this, just figured id mention it.

you can also put stickies on snakewaters skybox but I doubt its as useful as this, just figured id mention it.
585
#585
4 Frags +
sagewhy is my framerate so bad in this map? is there anything specific to 2nd that makes it this bad? the water perhaps?
only map where i get worse frames is valve's viaduct

good question answer it

[quote=sage]why is my framerate so bad in this map? is there anything specific to 2nd that makes it this bad? the water perhaps?
only map where i get worse frames is valve's viaduct[/quote]
good question answer it
586
#586
3 Frags +

just saying that invis wall is extremely disorientating, would be sick if there was actually something visibly blocking your movement so you dont have to just guess whether or not your jump is too high

just saying that invis wall is extremely disorientating, would be sick if there was actually something visibly blocking your movement so you dont have to just guess whether or not your jump is too high
587
#587
4 Frags +

I found a small wall in valley where you can sit right on top of the most upper window that looks onto 2nd. I have not seen any other gamers use this in my competitive time, but use it at will if that is legal.

https://youtu.be/VP7EILZIirQ

(sorry for the necro idk where else this should really go)

I found a small wall in valley where you can sit right on top of the most upper window that looks onto 2nd. I have not seen any other gamers use this in my competitive time, but use it at will if that is legal.

https://youtu.be/VP7EILZIirQ

(sorry for the necro idk where else this should really go)
588
#588
payload.tf
-4 Frags +
Trotz21I found a small wall in valley where you can sit right on top of the most upper window that looks onto 2nd. I have not seen any other gamers use this in my competitive time, but use it at will if that is legal.

https://youtu.be/VP7EILZIirQ

(sorry for the necro idk where else this should really go)

well, there goes my spot

[quote=Trotz21]I found a small wall in valley where you can sit right on top of the most upper window that looks onto 2nd. I have not seen any other gamers use this in my competitive time, but use it at will if that is legal.

https://youtu.be/VP7EILZIirQ

(sorry for the necro idk where else this should really go)[/quote]
well, there goes my spot
1 ⋅⋅ 17 18 19 20
Please sign in through STEAM to post a comment.