Phi
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SteamID64 76561198039117675
SteamID3 [U:1:78851947]
SteamID32 STEAM_0:1:39425973
Country United Kingdom
Signed Up February 22, 2013
Last Posted February 19, 2020 at 12:23 PM
Posts 427 (0.1 per day)
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#70 cp_sunshine (5CP) in Map Discussion
ScorpiouprisingCheck to make sure you don't have a brush with a light texture on it stuck inside of some geometry. Or a prop that is stuck inside a brush. I've had that happen before and that tends to be the culprit. Turn off props and compile to see if that resolves the issue, if so that's probably what is causing it.

I've narrowed the problem area down to around 50 brushes (arches and cylinders in the lighthouses), and neither of those issues that you said are what's causing my error- I've already checked. I'll go through it again tomorrow.

posted about 11 years ago
#67 cp_sunshine (5CP) in Map Discussion

Sadly I won't be releasing the map tonight as an unknown error has plagued me for the last 5 hours straight and I have NO IDEA AT ALL how to fix it. I'm probably not working on this for the rest of the weekend cause I'm so pissed off at hammer for being such a dork. GG SOURCE ENGINE, GG.

(Basically my map won't light and is pitch black no matter what. I know that somewhere in my map there is ONE BRUSH that is causing this issue, however neither the compiler nor hammer is helping me at all. I've trial-and-errored it for the last 5 hours and I can't find it. I might just delete everything I made over the last day and redo it. I have no clue.)

posted about 11 years ago
#63 cp_sunshine (5CP) in Map Discussion

better shot of the still-wip second point
it'll be a heck of a lot different gameplay wise and i think it'll be a great thing for the map to try something new like this
of course it will need improvement but that's what tests are for

https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-04_00001.jpg

posted about 11 years ago
#61 cp_sunshine (5CP) in Map Discussion
hookyLooks out of place IMO, but it's still alpha. I have no idea what it will look like when it's finished.

It won't be out of place at all... that lighthouse will be on a cliff (the OoB side of second) and will be overlooking an ocean, on both sides. The map will take place on a sandy island area with spytech bases in the mountains on either side. So, perfectly in place! That is, when I get to detailing, haha.

posted about 11 years ago
#58 cp_sunshine (5CP) in Map Discussion

I'm nowhere near done with a7 but here's a sneak preview of the NEW! and REMADE! second point:

https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-02_00001.jpg

Keep alert for the impending a7 release...

posted about 11 years ago
#56 cp_sunshine (5CP) in Map Discussion

sorry for the long wait. i've been really busy with school lately and haven't had much time to update the map. if all goes well, however, expect an a7 around friday/saturday. probably some major changes and a ton of things to make the map better. i don't entirely remember all the feedback i got from tests, anything anyone has to say about a6 before i go on and finish a7?

posted about 11 years ago
#53 cp_sunshine (5CP) in Map Discussion
PapaSmurf323its not badlands

What if I told you that this map is secretly badlands?

posted about 11 years ago
#51 cp_sunshine (5CP) in Map Discussion

Updated to A6:
https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_a6.bsp.bz2

Main changes include a complete rework of quite a bit of last, moving spawns around and changing the dimensions of the room. Hopefully it'll play a bit differently.

(Someone test this to make sure I packed everything correctly and made everything work properly, please)

posted about 11 years ago
#29 New Map Weekends happening in TF2 General Discussion

cool, this'll give me more time to get sunshine a6 done then B)
tomorrow will be a good night though we've got quite a few maps to test

posted about 11 years ago
#23 Koth_waste_pro in Map Discussion

FYI: Your map has a leak. Load the pointfile in hammer and fix it for next version, please.

posted about 11 years ago
#48 cp_sunshine (5CP) in Map Discussion

a5b compiled, fixed the error that was previously present in a5, along with a few other minor things. should be ready to test!

download in above post ^^^^

posted about 11 years ago
#47 cp_sunshine (5CP) in Map Discussion

cp_sunshine_a5 released!

holy moly how did i manage to do this so fast
maybe I screwed something up
i'm not sure but everything seems fine to me
someone please check for me

A5B: https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_a5b.bsp.bz2

changelog coming soon!

screenshots:
https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-09-13_00007.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-09-13_00009.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-09-13_00010.jpg

EDIT: download taken down. there was an error with the compile, haha. recompiling right now.
DOUBLE EDIT: a5b is up, fixed the fatal error! hurrah!

posted about 11 years ago
#17 New Map Weekends happening in TF2 General Discussion

Yeah, if time allows for it and I map quickly enough I might get an a5 of sunshine out within the next few hours! Basically I remade a ton of things in ways that could possible be either good or bad - a way to bring new ideas to the table and propose new solutions.

WIP pictures below: (links so they don't clutter the thread)
optimized routes at last under
lobby is flattened and different
BIGGEST CHANGE THIS VERSION WHOA
overall shot of some of the changes on second
different perspective of above
this sightline is now gone

but yeah if I don't have it done by 9:30 can you play another map first so i may have time to finish up a version to give to you to upload and distribute? thanks, will be fun :3

posted about 11 years ago
#46 cp_sunshine (5CP) in Map Discussion

Just a heads-up for anyone interested in the map's progress:

unfortunately, I don't believe I'll be able to get a full-blown a5 out for this New Map Weekend, as that requires lots of remaking and I haven't even started at that yet...
although I will probably release an a4c that fixes spawn times and a few other minor things, if time allows for it.

Otherwise, thanks for the enormous amount of testing I've been getting. Remaking last lobby is pretty much main priority, I have a ton of other things planned but yeah I don't think I'll be able to release a full, new version by tomorrow, haha. Probably sometime next week, I hope.

posted about 11 years ago
#45 cp_sunshine (5CP) in Map Discussion
CaspianPhi
Sunshine's mid is 1932x1792, and its second is 1632x1712. Process' mid is 2048x2048, and its second is 2168x1152, approximately. I see where you're going with the "too huge" thing but I don't feel like the ENTIRE map is huge, only certain areas (that I will try and scale down).
Sniper is a problem, slightly, although most of the sightlines aren't a big issue - besides the one peeking all the way from second through choke onto mid. That one will have to be fixed.
Yes, the final control point caps too slow. That's an easy fix, I've already changed the value for the next version.

I don't think comparing map dimensions is a good way to assess the scale of a map. You also need to take into account the varying heights/levels that take time to climb.

Vilepickle always used to compare cp_follower's dimension to granary's dimensions but it was the heights/slopes that made follower feel gigantic.

Process is slightly too big for my taste, at least on medic. Large maps tend to be annoying as medic because you can't rocket jump/sticky jump/double jump everywhere.

True, comparing dimensions is never a good way to get a sense of how the map plays out - one has to take into account the actual layout, playable space, effective "sides" of the mid/arena, etc. The only reason I made that comparison was to compare sizes so that people could get a sense of how the dimensions and actual scale can be related to another more known map.
I get a sense that some people think the mid is too big, but then again, I've had feedback that the mid is too small in certain areas. I think for now I'll be keeping the mid the same general size as it is (maybe making a few areas smaller), and reworking a bit of second to encourage holding the point without actually standing on top of it.

posted about 11 years ago
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