Difference between revisions of "Sunshine/it"
< Sunshine
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{{Control Point Timing/Official Map}} | {{Control Point Timing/Official Map}} | ||
− | == | + | == Registro delle modifiche == |
{{hatnote|Qui sono registrate tutte le modifiche apportate alla mappa prima del suo rilascio ufficiale nel gioco.}} | {{hatnote|Qui sono registrate tutte le modifiche apportate alla mappa prima del suo rilascio ufficiale nel gioco.}} | ||
{{Changelog| | {{Changelog| |
Revision as of 21:08, 17 February 2023
Sunshine possiede delle varianti, come Sinshine.
Sunshine | |
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300px | |
Informazioni di Base | |
Variants: | Sinshine |
Sviluppatore/i: | Sconosciuto |
Vista dall'alto | |
“ | Mi sta piacendo il layout.
— Phi sulla forma della mappa
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” |
Sunshine è una mappa della comunità creata da Phi, aggiunta con l'Aggiornamento Meet Your Match per la modalità Punto di Controllo Simmetrico incentrato su uno stile di gioco competitivo, per squadre 6 contro 6. La mappa è spesso giocata in ESEA, ETF2L, e UGC.
Indice
Luoghi
Punto Centrale
- Campanile: Il Punto Centrale si trova sotto un enorme Campanile nell'esatto centro della mappa.
- Capannetti: Quattro Capannetti di legno che si trovano agli angoli della zona, offrono facile riparo dal fuoco nemico.
- Valle: Uno spazio perlopiú aperto, che conduce dai Punti Intermedi al Punto Centrale e viceversa. Vi sono presenti un Pacchetto di Munizioni e un Medikit medi, si trovano sotto un piccolo portico.
- Caffetteria: Un largo corridoio chiuso in pietra che conduce dai Punti Intermedi al Punto Centrale. Ci sono un Pacchetto di Munizioni e un Medikit medi accanto ad un piccolo rialzo con delle poltroncine.
- Vialetto: Uno spazio aperto, ma stretto ai lati, che serve come via principale verso il Punto Centrale.
Punti Intermedi
- Faro: Ciascun Punto Intermedio è posizionato all'interno di un piccolo Faro, con le classiche linee rosse e bianche.
- Rialzo: Una piattaforma di legno accanto al Faro, che porta un Medikit piccolo e segna l'ingresso alla Valle.
- Scale: Ci sono delle Rampe di Scale dietro al Faro, che portano ad un tunnel sotterraneo che a sua volta conduce al Punto Finale.
- Magazzino: Un enorme casupola in legno, che circonda completamente la base di ciascuna squadra. Contiene pickup medi e pickup piccoli.
Punti Finali
- Piattaforma Missilistica: Sopra ciascuno dei Punti Finali vi è un razzo.
- Altura: Alla sinistra del Punto c'é una piattaforma soprelevata.
- Casse: Alla destra del Punto ci sono delle Casse di legno.
- Muro: Dietro al Punto Finale vi è un Muro che funge da riparo.
- Sunshine main.jpg
L'area Centrale
- Cp sunshine 2.jpg
Un Punto Intermedio, all'interno del Faro.
- Cp sunshine 3.jpg
Uno dei percorsi per l'area Centrale.
- Cp sunshine 4.jpg
Uno dei Fari.
- Cp sunshine 5.jpg
Un Punto Finale.
- Cp sunshine 6.jpg
Il Magazzino.
1.Capannetti 2.Caffetteria 3.Vialetto 4.Valle 5.Piattaforma 6.Scale 7.Magazzino 8.Altura 9.Muro e la zona dietrostante 10.Casse
L. Diagonali: 1° Zone di Spawn L. Diagonali Doppie: 2° Zone di Spawn L. Diagonali Doppie Cerchiate: 3° Zone di Spawn.
Segno Rosso: Punto Finale Segni Gialli: Punti Intermedi Segni Verdi: Punti Finali
Strategie
Articolo principale: Community Sunshine strategy
“Sun Tzu è nessuno a confronto!” La pagina della strategia della Comunità di questa mappa è un Stub. Pertanto, non è completa. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Note: Nessuna |
Tempo di Cattura dei Punti
Punti di Controllo | Moltiplicatore | Secondi | ||
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Punti di Controllo 1 e 5 | ×1 |
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×2 |
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×3 |
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×4 |
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Punti di Controllo 2 e 4 | ×1 |
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×2 |
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×3 |
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×4 |
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Punti di Controllo 3 | ×1 |
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×2 |
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×3 |
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×4 |
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Registro delle modifiche
Qui sono registrate tutte le modifiche apportate alla mappa prima del suo rilascio ufficiale nel gioco.
Changelog:
rc10
- Blocked sightline from cafe to second
- Raised said door 8u
- Moved cover from cafe to mid in order to make standing on tetris unable to see players pushing through cafe
- Moved and raised doorways exiting cafe in order to support pushing through more
- Moved high ground next to lighthouse down by 48u, aligning it with the high exit from lobby
- Extended out high exit from lobby to make fighting easier
- Changed cover in flowers/valley in order to prevent players standing on fences, and seeing too much
- Moved barrel arrangement on shutter door side of last back 32u
- Raised fence between choke and second by 32u to block sightline
- Opened up the wall between left and right lobby
- Fixed visual glitch with one way windows in last spawn
- Simplified cubbyhole in bottom lobby
- Pushed upper side choke into last forward a bit, created new space for teams to play in – entrance is now closer to last
- Extended fence next to upper side choke to ceiling to prevent players from standing on top
- Major changes to shutter door side of last: if you enter shutter door, you can no longer be spotted from players in last and you have a safer entrance area around pack
- Moved shutter door over significantly, eliminating line of sight from shutter into last
- Shifted around geometry in shutter side lobby to better work with sightlines and encourage teams to use shutter side more
- Filled in useless area that used to connect to what used to be secret
- Edited displacements on mid to make the sightline under the church unusable
- Added planks underneath church to make sightline under church from choke to choke unusable
- Shortened openings on long sides of church to make visibility from shack more limited
rc9
- reduced file size drastically (repacking!)
- increased performance, optimization, and FPS across the map
- can't stand on wooden palette on last to see over boxes into lobby anymore
- clipping on structure behind last point refined
- aligned texture on metal beams above last
- changed all models/props_spytech/computer_wall03.mdl to *_wall04
- added one wooden palette to block slim sightline from last spawn
- moved medium ammo on low ground on last back to old spot
- refined displacements on mid
- removed two lights at flower in valley
- removed shadows on wood doors
- removed benches right outside of spawn
- clipped off a hiding spot in lobby
- extended high platform in valley towards mid slightly
- added box near high platform in valley to allow scouts to jump
- widened wooden ramp up to mid platform slightly
- expanded high ground next to lighthouse slightly
- filled in gap underneath wooden stairs next to mid forward spawn
- fixed a case where you could see the nodraw side of a brush
- extended the high ground near the staircase near choke on last by about 48 u
- fixed spectator cam on BLU last being linked to the RED last point instead of BLU
- added spectator cameras on second
- removed props in scaffolding under roof in lower lobby (above the healthkit used in rollout)
- removed tiled “brick” props on blu side near flowers and mid
- removed unnecessary brushwork on ceiling through cafe
- removed garbage props in cafe
- removed smaller arch doorway detail bits nearby pack on second and in flowers
- detailed the mid building some more – everything is blockbulleted and clipped, don't worry
- optimization pass, lots of hinting
- massive prop fade pass
- lighting changeups, less blinding whites now
rc8 (from rc7)
- removed double door
- instead, made it a single thin door
- pushed entrance point back a little bit
- eliminated sightlines to shutter
- lifted box up to protect against sightline that went over it
- added barrel on side of prop pile in order to prevent the corner sightline
- moved boxes in tile room over a slight bit to prevent sightline from spawn
- Tyler’s door, aka the small door situated at 45° off of tile room, has been moved slightly
- spawn changes
- moved resupply cabinets forward slightly
- angled doors perpendicular to the large wall on last rather than parallel
- lowered right door, staircase is now outside spawn instead of inside
- one-way windows à la snakewater
- eliminated secret
- subtly changed capzone on last
- removed computers you could stand on behind last
- fixed teleporter bugs
- extensive clipping pass and prop clippings
- extensive fps improvements, will not be perfect but it will run better than rc7
- occluders optimized
- hint brushes worked on extensively
- more prop fades
- prop optimization - removing certain poly-heavy props and various little clutter
- streamlined various roof edges
- fixed many texture bugs and lighting errors
- no more spinning lighthouse
- polish
- deer
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
Cronologia degli aggiornamenti
Patch del 7 luglio 2016 #1 (Meet Your Match Update)
- Sunshine was added to the game.
- Updated
cp_sunshine
to fix some clipping issues.
- Blockbulleted spiral staircase on the back of second.
- Added medium ammo to mid near choke.
- Removed clipping over wooden arch going into second from valley.
- Reduced the size of the wooden arch.
- Blockbulleted a few undersides of staircases on last that could catch projectiles.
- Removed a ladder on last.
- Fixed a missing material issue on
cp_sunshine
.
Curiosità
- In giro per la mappa ci sono alcuni cartonati di cervi a caso, come sulla mappa Cauldron.
Galleria
Vedi Anche
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