MadKSideshowsnip.
Imo the map is very similar to process, the map has large open areas and pushing points (especially last) Is very hard. I just think that people haven't given it enough time to work out how to play on it. I can't comment on the top scene but from what I have played it has so much potential for flanking classes, which makes the game so much more fun to play and watch.
Sunshine has been played for the whole of 2015. A year is long enough to "figure out" a map in TF2, it's not a complex game. It's been in two seasons, an intercontinental and various cups. The argument that it just needs more time holds no weight in my view. It's not a new map any more.
The difference between process and sunshine comes back to what I was saying before about the best positions to defend from. One of the biggest problems with people understanding maps and strategy in tf2 is that people use these blanket statements like "open areas" and "hard points" without defining why they are like that, or whether the difficulties are actually valid.
When pushing 2nd on sunshine, the defensive team positions themselves back on the high ground near lighthouse. It's a bit like process in that regard but with key differences. For starters this makes it very difficult to get picks as you can watch everything from far away unlike PC or sewers. The only people you could possibly pick are roamers or scouts who overextend in flowers, and there's no need to do that. The defending team don't have to force an uber in choke as the attacking team has difficult low-ground to take an uber fight on, but can easily force a push from cafe or flowers from there. During the uber fight, it differs from process in that the high ground is easy to hold onto, and the attacking team can't easily secure a good position. If they do, the fight is easily won - if you knock the defending team down to the shutter door you've won the fight most of the time. But it's not a spire that you can deny, it has staircases and it's wide and easy to retain control of. So adding that together, you have an easily defensible high ground that is hard to get to without using, hard to get control of, and hard to get picks to help you push. It's hard to get the position or the frags.
When pushing last on sunshine, the chokes are much tighter than process, and there are only 3 entrances rather than 5. There's no side that can't be defended well (like the long entrance opposite rollout on process) and you can't push the team back into panic-room/balcony/spawn and play the cap time. Also, to not repeat myself, see the differences below.
SideshowIn addition last is still the most difficult to push out of any due to tight chokes barring easy entry and exit, the high ground is only near the chokes so attackers have to drop down to commit to a fight and risk being destroyed, and the fact that the best holding positions for defenders are near spawn far away behind cover.
I'm not trying to slam you or w/e but this kind of opinion gets repeated a lot, where people make vague statements comparing maps without actually thinking about whether the comparisons hold or whether they're making this statement "sunshine = process" just because there's 3 flanks and a ramp-style choke.