Phi
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SteamID32 STEAM_0:1:39425973
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Signed Up February 22, 2013
Last Posted February 19, 2020 at 12:23 PM
Posts 427 (0.1 per day)
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#324 cp_sunshine (5CP) in Map Discussion

cp_sunshine_rc2

DOWNLOAD

(if there is anything wrong or broken I apologize + will fix tomorrow ASAP)

thank you all for sticking with me through everything. one day soon I'm going to type a list of everyone who's ever helped me with this. I have so many people to thank.

No matter what happens with this map I'm glad I stuck with it. It was the most satisfying project I've ever had the pleasure to work on alongside this community. I can't believe it's been over a year since I posted the first alpha. 7 months since RC1A.

I think I'll keep mapping, at least for a little bit. Try to rekindle the old flames. Depression took (and still takes) a lot of spirit out of me, and I still have suicidal thoughts often, but maybe this is what I need to help myself get better. This and therapy.

This will be either the last or second-to-last version before cp_sunshine_final(1). I will stay in touch, maybe start playing this game again. Maybe work on new stuff in the meantime...

Godspeed, you all. I hope that one day I can release another map to be half as good as this one. It was one hell of a year.

https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-09-14_00001.jpg

posted about 10 years ago
#318 cp_sunshine (5CP) in Map Discussion

I'm sorry. I had no idea this map was even going to be liked after the second season, let alone be adopted in other leagues.
I left because of personal issues. Depression and suicidal thoughts and horrible anxiety. Not much has improved and I don't know if I'm ready to go back to doing anything tf2 related. I don't know if I'll ever fully be back.

However, I'm in college now, and even with my current mental state and workload I'm met with a lot of spare time. I've been mapping for the first time in over a month today. It... makes me feel a little better about myself. It almost gives me a purpose. It feels like I'm actually halfway decent at something.

I will be releasing cp_sunshine_rc2 sometime this evening, if there aren't huge technical issues that end up appearing. If the skybox water decides to work, which so far has been my main issue, I might be able to have it up before midnight tonight, EST. There won't be fancy pictures, there won't be a changelog, just know that what I detailed above and everything said in this thread has been fixed. Everyone, if you want me to fix something, please say it now. I don't know if I'm going to map any more after RC2. I might, I might not... I have two maps in early alpha right now that I almost want to push into playable versions, I just am so behind the loop nowadays I have no idea how to even get them tested anymore. I haven't played this game in over a month.

I hope this version works ok. I'm sorry for disappearing. I will try to keep myself updated with everything happening, and if it somehow makes it to a third ESEA season, or another season somewhere else, I might have to get someone else to update it to RC3/final. Or, maybe, hopefully, I will have gotten out of this rut by then and started mapping again. I've been seeing a counselor and a therapist. I've been trying to improve. Maybe a massive timesink like mapping is what I need again in my life, something to distract me. I hope so, I miss you guys.

TL;DR: Barring huge technical difficulties, cp_sunshine_rc2 should be out tonight.

posted about 10 years ago
#309 cp_sunshine (5CP) in Map Discussion

OK, time for actual progress. I won't show all the places I've worked on so far, just this one, because it's the biggest complaint, by far.

Should I remove this entire room (the oddly-shaped one that's seen through the arch), and subsequently, the staircase leading up underneath the lighthouse? That way there would only be one route in/out of the underground area, and you could still use it for the rollout:

https://dl.dropboxusercontent.com/u/84556731/sunshine/Screenshot%202014-07-12%2022.12.53.png

I've already blocked off the extensive open area behind it, so it isn't as much of a pain to watch, but I'm wondering if I should block off this underground area entirely and just leave it to one small corridor between lower lobby and lower last

https://dl.dropboxusercontent.com/u/84556731/sunshine/Screenshot%202014-07-12%2022.13.12.png

I could move the entrance back in lobby a little, instead of on the right-facing side of the stairs I might be able to make it on the left?? I don't have plans to completely remake lobby but I don't think the underground route is useful for anything but flanking, therefore it should probably be made smaller. Thoughts...?

posted about 10 years ago
#57 ESEA Map Poll in TF2 General Discussion
defyi'm really curious as to why people are praising sunshine so much, it would be nice to hear some actual thoughts instead of just 'its good' , i'd personally like to see the raw stages of sunshine before everything was added, and by everything i mean all the useless clutter/objects surrounding the map, the size of the map is fine and in transition to each point it works but there is so much shit on the map that should just be scrapped

hey hey, this is exactly what I needed to hear

I don't think anyone else has said that as straightforward as you did. yeah, the visuals are nice, but I also realize that maybe streamlining things a bit might make for a better time playing the map.

I've already got certain areas planned for simplification (see: valley and café/area outside café on second? I think that's what everyone calls them) so that'll be able to be done. Removing props and making textures/clipping a bit cleaner will help too.

Also reworking that underground labyrinth is a process that's currently underway. It's a flank, at best, and a nuisance at worse so I don't think it merits so many entrances/exits. That's a fix.

posted about 10 years ago
#308 cp_sunshine (5CP) in Map Discussion

Sorry for staying away so long. I've been really busy, but I hope I can put out an update for the map sometime soon. I don't know if the map will stay in ESEA or not, but regardless, after everyone played it I'd love to hear any quick feedback or really really bad things about the map you'd like fixed. (apart from all the other really good feedback that's in the thread!! anyone who has burning desires to tell me something's bad, tell me now!) If it was a halfway decent map last season, I promise it'll be even better the next. Keep me updated, I'll keep you updated. Thanks <3

posted about 10 years ago
#24 sunshine in TF2 General Discussion
botmodejermangwhy would u make a thread about a map that already has it's own thread

like why didn't u just post there

Yeah could've done that I guess, sorry
At least there is some discussion, which is really what's necessary to improve the map.

I don't want this map out of the rotation and I don't think it's a bad map, I also realize stalemates happen and lasts can cause big stalemates.

(map creator here)
I was avoiding this thread because it didn't start out very friendly and felt like it would only encourage toxic feedback. Your first post wasn't really feedback as much as it was just seemingly making a joke or something? although you made up for it by posting this wonderful enormous paragraph of feedback. I'm gunna be splitting it up and responding to each section individually, asking questions etc. Could have used being posted in the main thread but eh this is ok too.

Overall the map is very process-esque and I like it but given that it has a handful of problems I wouldn't call it great yet. I like mid for the most part, I don't like that players can stand on the roof above cafe, it's a really strong position, it's difficult for scouts to fight soldier that jump there and it shuts down cafe-side mids when combined with a soldier on bell tower. There are other positions that can fight cafe-side with soldier bombs (legoland as Lange named it or bell tower - you can also have the roamer bomb behind the enemy combo & distract very easily given the large amount of space in choke).

The roof above café didn't really have many reasons for/against it before I made the ESEA version, I can see now that it's a rather strong holding position and I'll probably remove it, yeah. Mid could use a few fixes, I'd like to figure out specific ideas but hopefully it won't require completely remaking mid (again).

On Second I like that there are three areas to push through and that a team can hold aggressive (medic standing in between choke + valley or on ramp next to lighthouse, dropping off back towards shutter if they get jumped). Like process this map suffers in that soldier bombs from mid are very inneffective - especially if the team holds behind lighthouse (but on the flipside it's much easier to take ground provided you can shut down soldier bombs and not get spotted early) - resulting in stalemates occasionally, not really an issue to me given that they don't last too long.

Should soldier bombs be made stronger? I'm not sure, I haven't watched any videos of matches yet. Second is more of a non-issue compared to other things, mainly last lobby, but any specific ideas for fixes are good feedback.

Last and lobby is where it gets weird. Lobby/Water was incredibly confusing at first, and the main problem with its number of splits into smaller numbers is that instead of having two or three areas to check, you have to check EVERY exit of last. Take Snakewater for example: In order for a team to sucessfully push out and not get backcapped, they must cover lobby (covering 3 entrances of lobby), lowerlobby/under (which covers two entrances into last), and check to make sure that no one is hiding in cheese(which 1 player could do on their way to lower lobby). Whereas on sunshine, the lobby area is split into four areas: water, healthpack lower lobby, shutter lobby, and stairway(above healthpack lobby). None of these areas meet up until second, so instead of short exits out of last into an open area you end of with four long exits into second. Although it is possible to stop a backcap through every one of these exits, it's still a sloppy lobby set-up in my opinion. Especially because it's difficult to hold lobby without getting forced / losing numbers (when you are trying to get a kill or something pushing into last), which shaves a few seconds off a spawn timer or uber advantage while walking into an already big last.

I may or may not remove water entirely, favoring an entrance somewhere near secret I guess, if that's what we call that little area - or might remove the path under the lighthouse, I don't know specifically yet but hopefully make it less complicated.

On last itself, pipe is an incredibly powerful position, essentially shutting down top-left(if you are holding) and water, and during fights the victor can often be determined by pipe control, very similar to granary. When holding last most teams I have seen have been holding on the platform leading out of the right spawn door, dropping their medic into spawn if they need to(especially possible because of slow cap time). However, if you hold your medic in the cubby outside of left spawn door your medic can give heals to left and right (as well as the soldier on pipe if he drops back a bit), is in a very safe position vs bombs and snipers and spies, and a pyro or heavy can VERY effectively shut down a push even without uber.

Should I remove pipe in favor of something else? I hope the last didn't stalemate too much, from what I've heard it was ok but I don't know anything concretely yet. Wah I need to get with the tiiimes

On top of this a heavy or sentry gun can be hid within secret (it doesn't really need to be there it works on gullywash because of the last's small size, but this last is already massive and easy to hold and a player can hide there and attempt to backcap or do something creative like in gullywash)

Should secret exist? Is it a little too powerful or is it alright? I'm not sure but maybe changing the entrances into last/fooling with lobby could fix this.

It isn't a bad map in the slightest, I apologize if I made it seem that way. It definitely should not be voted out, I had originally wanted to wanted to draw attention to the issues we were having with the map and apologize for the immature original post.

From the first post it sounded like you might have been saying that, but it's okay, at least you got this feedback in. There's some other great feedback in this thread that I wish was posted in the main thread too, but oh well - at least we're getting somewhere. RC1 is by and large absolutely NOT the final version, don't let anyone make you think it'll be - I'll be updating it again. Soon, hopefully.

Thanks,
Jaycie (phi)

posted about 10 years ago
#294 cp_sunshine (5CP) in Map Discussion

Okaaaaaay hi guys, sorry for the absence, I've been battling depression and dysphoria and just general shitty stuff, working through my life and just figured today I'd come here to check and see how Sunshine's doing... Wow. I haven't watched any vods yet because I haven't had the time but even this much feedback is absolutely amazing. I hope you all had a fun time, or at least a semi-decent time, hahaaa...

I'll be responding to all these posts here, I hope people can inform me any other major things I might need to change... I'm planning on possibly updating it sometime soon, can't say when but hopefully soon.

MunchYou must explore the labyrinth and defeat the Minotaur before you can push last.

Yeah, hah, I expected this to be the main issue as much! I hope it wasn't *that* bad. I'm considering removing the route under the lighthouse or doing SOMEthing but I honestly haven't watched anything yet so I don't know what was the biggest issue as of yet.

Deadbolti dont like how i cant see anything because there's so many obstacles all over the map. the last skybox is ridiculous and the pipe should go.

dungeon strats are dope though.

Yeah, I think I had a little too much fun detailing this... If I update this I'll streamline the detailing I guess, try to make it a little more frame-friendly if that's an issue too

Skarletti hate how theres like 5 different doors to go under to last

Now that I really think about it yeah there's quite a few routes. Probably will remove the underground route and convert lower left into the third entrance? Maybe that'll help?

wareyaPls replace the grass texture with the reduced detail sprites version :(

Aaaaahh okay can do

bscstairs at mid choke spread rocket splash literally everywhere,

also there are holes in the wooden ramp on 2nd point.. why?

I thought I blockbulleted them but I'll make them ramps. Holes on the wooden ramp actually don't change anything, I guess they could be confusing though so I'll probably cover em up

PlatinumVery fluid, love the attention to details. My only criticism is that there are lots of places that look like you can get on top of that you can't. Either make it plainly obvious or allow it. Especially jumping thru the archway choke over top. Also, I'd recommend thickening all of the fences/protruding walls that soldiers can jump on, right now if people get on top it's somewhat difficult to counter jump to spam them off due to small splash surface, having a demo is the only way to get them down. If that is the intent it's fine but I think for having such a nice height advantage it should be a little more of a fight for it than who gets on top first Namsayin

Ahh thanks Plat! Nice to get some detailed feedback from a high-level player. I'll fix those areas, at least I'll try to. Those fences were something I hadn't thought of, yeah that's probably a good idea!

PlatinumSpawn timers also break a lot when a point is capped you gain like another 9 second respawn, not sure if intentional

Spawn times are super dumb ugh they've been annoying me the whole time I've made this map but I'll work something out

PlatinumAnd I wouldn't abandon the various different ways into last, right now it doesn't feel omimpossible to push last like most maps yet is still very defendable

I'll try to at least streamline it a little more maybe, any more detailed feedback at one point or another would be cool

AllealAlso I dunno if anyone felt this way but I think stickying spawn from this position during last pushes was too effective.

-image-
As soon as anyone retreated to switch classes/get health/rotate I just redirected my stickies to the platform and the right door, and I did it from a safe, defensible position that still allows me to spam the rest of the point. Whether it kills them or they stop to clear them or they jump over them, it still gives my team a powerplay opportunity from the moment they retreat. I don't think any other map's last really functions that way. Usually playing around your spawn and useing it to rotate or something was a safe option. Is this a good change or a bad one?

I don't know if it's a good change or bad one, I'll need to fiiigure it out wah
It's something to consider though I guess!

MR_SLINthis map is a lot of fun i'm really enjoying it. ETF2L should consider it over turbine :p

Hehh thanks Slin :3

downpourlove the map layout wise and aesthetically but holy fuck change the transition area from second to last PLEASE

Ahh wah do you mean aesthetically or layout-wise? Layout most likely, heh

--

Anyways I don't know how often I'll get to update this but there's no way in hell I'm abandoning it! Some version will come sometime soon, if anybody has a really good match or two that they'd be willing to point me to a demo/vod of so I can watch it that'd be great! I hope you all enjoyed it, this has all been a very big thing for me and it's definitely not over yeeet!!

- Jaycie (phi)

posted about 10 years ago
#266 cp_sunshine (5CP) in Map Discussion

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~

posted about 10 years ago
#265 cp_sunshine (5CP) in Map Discussion

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.

posted about 10 years ago
#256 cp_sunshine (5CP) in Map Discussion
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.

posted about 10 years ago
#253 cp_sunshine (5CP) in Map Discussion

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

posted about 10 years ago
#248 cp_sunshine (5CP) in Map Discussion

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)

posted about 10 years ago
#243 cp_sunshine (5CP) in Map Discussion
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

posted about 10 years ago
#241 cp_sunshine (5CP) in Map Discussion
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.

posted about 10 years ago
#233 cp_sunshine (5CP) in Map Discussion
freakinI would consider taking the wall in this picture and cutting it at an angle from that top left door frame. I don't have any good reason, just a gut feeling that it might play better. I guess I feel like there might be too many right angles in that room.

that'd work! wouldn't impact sightlines at all and would probably help the area a bit. it's very rough so yeah any feedback is good~

posted about 10 years ago
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