Difference between revisions of "Sunshine"

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m (Added a small ammount of information about the map's design and added a link to "6v6" as the previous contributor forgot to do that.)
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{{Map infobox
 
{{Map infobox
 
  | game-type                = Control Point
 
  | game-type                = Control Point
  | file-name                = cp_sunshine_rc7
+
  | file-name                = cp_sunshine_rc8
 
  | map-image                = Sunshine main.jpg
 
  | map-image                = Sunshine main.jpg
  | current-version          = Release Candidate 7 (rc7)
+
  | current-version          = Release Candidate 8 (rc8)
 
  | link                      = [http://teamfortress.tv/thread/11931/cp-sunshine-5cp TeamFortess.TV]
 
  | link                      = [http://teamfortress.tv/thread/11931/cp-sunshine-5cp TeamFortess.TV]
 
  | developer                = phi
 
  | developer                = phi

Revision as of 23:15, 5 August 2015

Sunshine
300px
Basic Information
Variants: Sinshine
Developer(s): Unknown
Map Overview
Sunshine overview.png
I'm feeling good about this layout.
Phi about map layout

Sunshine is a community contributed map made by Phi. It is competitive focused, and was designed with 6v6 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 currently played in ESEA, ETF2L, and UGC. Sunshine is loosely based off the map Process with the spire on second point and 2 very small chokes at either side of middle. Another map that uses the spire and choke design is Badlands.

Control point timing

Sunshine
Control Point Multiplier Seconds
RED First Point ×1
4 .600
×2
3 .067
×3
2 .509
×4
2 .208
RED Forward Point ×1
14 .000
×2
9 .333
×3
7 .636
×4
6 .720
Middle ×1
22 .000
×2
14 .667
×3
12 .000
×4
10 .560
BLU Forward Point ×1
14 .000
×2
9 .333
×3
7 .636
×4
6 .720
Blue First Point ×1
4 .600
×2
3 .067
×3
2 .509
×4
2 .208


Update history

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

Screenshots