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− | CP_sunshine is a [[competitive]] focused 5cp map built for 6s. It is played in ESEA currently. | + | CP_sunshine is a community contributed map made by Phi. It is [[competitive]] focused, and was designed with 6s in mind. It features the standard 5cp layout with a mid, two seconds, and two lasts, with forward spawns for each point beyond mid owned. It is played in ESEA currently. |
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Revision as of 21:40, 2 April 2014
| “I built that.” This page contains information about a custom map that is not an officially released Team Fortress 2 map. All released Valve and Community-made TF2 maps can be found on the list of maps.
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Sunshine
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300px
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Basic Information
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Variants: |
Sinshine
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Developer(s): |
Unknown
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Map Overview
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CP_sunshine is a community contributed map made by Phi. It is competitive focused, and was designed with 6s in mind. It features the standard 5cp layout with a mid, two seconds, and two lasts, with forward spawns for each point beyond mid owned. It is played in ESEA currently.
Control point timing
#CP_cap_red_cp1
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×1
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×2
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×3
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×4
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the RED Forward Point
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×1
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×2
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×3
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×4
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#CP_cap_cp3
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×1
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×2
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×3
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×4
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the BLU Forward Point
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×1
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×2
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×3
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×4
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#CP_cap_blue_cp1
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×1
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×2
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×3
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×4
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Changelog
Changelog:
rc1a-
- fixed cubemaps
- various little things
rc1-
- 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
b2-
- reworked lots of little tiny areas
- expanded lobby
- smoothed various portions of the map
- better clipping
- more optimization
b1-
- Detailed the entire map
- Rearranged various health pickups
- Added gully-like 'secret' area to last
- Expanded platform on side of last
- Changed geometry of lots of areas in general
- Tons of custom content (and deer)!
a7-
- REMADE SECOND
- detailing
- tons of other little things
a4b -
- Reworked a LOT of the 2nd point overall
- Changed the flank route to a more open, available route
- Shortened main choke
- Simplified other routes from 2nd to mid
- Smaller capzone on mid
- Better and more smooth clipping and routes around and under point
- Pit at second moved closer to the point
- Underground route straightened out a bit
- Platform at last extended out a bit
- Spawntimes changed slightly
- More deer
- Various other little things
- General optimization
a3 -
- changed mid entirely
- more OoB architecture
- changed lobby a bit
- added paths and ramps to previously inaccessible places
- tons of little other things
a2 -
- detail sprites and alpha painting
- a little tighter choke between mid and 2nd
- a little brighter indoor areas
- marked capzones
- various little things
- signs
a1 - made the map. wheeeee