| “넌 너무 작아! 정말 가소롭군!” 이 글은 토막글입니다. 아직 완료되지 않은 글입니다. 당신은 이 글을 확장시켜서 팀 포트리스 2 위키에 도움을 줄 수 있습니다.
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이 배치 마음에 들어. — Phi가 맵 배치에 대해서
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Sunshine은 Phi가 제작한 커뮤니티 기여 맵입니다. 이것은 경쟁전에 초점을 맞춘 맵으로, 6 대 6 경기를 염두에 두고 디자인되었습니다. 이 맵의 특징은 중간에 하나, 제2 점령 지점이 2개, 마지막 점령 지점이 2개이고 각 중앙 점령 지점을 장악할 때마다 대기실이 앞으로 이동하는 표준 5CP배치로 되어 있다는 것입니다. 이 맵은 현재 ESEA, ETF2L, UGC에서 플레이할 수 있습니다. 세간의 인식과는 다르게, Sunshine은 다른 5CP 맵들과 달리 Badlands와 Process와 비슷하게 제2 점령 지점이 나선형 비슷한 구조로 되어 있고 중앙 점령 지점으로 향하는 작은 통로가 있습니다.
Sunshine은 적수를 만나다 업데이트 때 공식 맵에 추가되었고 맵의 핼러윈 버전은 2015년 스크림 포트리스 때 Sinshine이라는 이름으로 공개되었습니다.
배치
- 대기실/마지막 점령 지점 - 이 지역은 산악 기지 안에 위치에 있습니다. 각종 기구, 로켓, 레드/블루 팀 주요 본부가 있는 것을 볼 수 있습니다.
- 제2 점령 지점/등대 -
- 중앙 점령 지점/종탑 -
지점 점령 시간
지점 점령 1 및 5
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×1
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×2
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×3
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×4
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지점 점령 2 및 4
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×1
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×2
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×3
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×4
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지점 점령 3
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×1
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×2
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×3
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×4
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변경 내역
이것은 맵이 게임에 추가되기 전의 변경 내역입니다.
변경 내역:
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
업데이트 내역
2016년 7월 7일 패치 #1 (적수를 만나다 업데이트)
2016년 8월 16일 패치
cp_sunshine
을 업데이트해서 몇몇 끼이는 문제를 수정했습니다.
스크린샷
Cp sunshine 6.jpg
제2 점령 지점과 마지막 점령 지점 사이의 레드 팀 구조물.