Sunshine/艳阳海岸
地图Sunshine还拥有其它版本,其中包括Sinshine。
Sunshine | |
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300px | |
基本信息 | |
地图变种: | Sinshine |
开发者: | 未知 |
地图俯视图 | |
“ | 我对这个地图设计感觉很好。
— Phi 谈到这张地图的设计
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Sunshine是一张社区制作的控制点模式地图,该地图注重于竞技性,其设计思路也是专注于 6v6 竞技。地图采用了标准 5CP 设计,即1中点、2次要点和2终点。每次向前占领一个点,其重生点也会向前推进。该地图是ESEA,ETF2L,和UGC赛事的常用地图。与一些人所认为的相反,“艳阳海岸”并不是直接受到其他 5CP 的启发,而是将第二控制点设定在一个塔型结构的顶部,其周围有两条小道可攀升到中心位置。
Sunshine是被投稿到Steam创意工坊的。
目录
位置
注:如果你无法找到下方列出的位置,你可以向下滚动到辅助俯瞰图板块,以查看它们在地图上所标记的确切位置。
控制点 3
- 钟楼:钟楼作为中间控制点。它可以从前面和后面的开口进入。
- 小屋:钟楼区域的四个角落各有一个小木屋,可用作掩体。
- 巷子:进入中央控制点区的其中一条路线,可由第二&四控制点区进入。
- 咖啡厅:进入中央控制点区的另一条路线,该路线位于钟楼前/后方的一栋石质建筑内。
- 咽喉:双方队伍进入中央控制点区的主要途径。
控制点 2 & 4
- 灯塔:每个队伍都有一个团队色灯塔,作为第2和第4个控制点。
- 狙击手平台:灯塔后面是一个平台,可以作为狙击手的观察点。
- 楼梯间:位于灯塔后方的是一个楼梯间,通往隧道。
- 木制仓库:灯塔更后方是仓库,一座巨大的三叉分路建筑作为由第二/四控制点区进入最终控制点区的大门。
控制点 1 & 5
- 木箱:控制点右边有一些桶和木箱作为掩体。
- 墙:导弹发射台后方有一堵可透视的玻璃墙。
- 导弹发射台:最终和第一控制点的所在地。
- 高台:控制点左边是一座可俯瞰整个最终控制点区的高台。
- Sunshine main.jpg
从红队看向中点。
- Cp sunshine 2.jpg
红队的第二控制点在灯塔中。
- Cp sunshine 3.jpg
红队通向中点的左侧小路。
- Cp sunshine 4.jpg
蓝队灯塔。
- Cp sunshine 5.jpg
红队中点。
- Cp sunshine 6.jpg
红队的通向第2控制点和终点的建筑物。
辅助俯瞰图
1.S小屋 2.咖啡厅 3.咽喉 4.巷子 5.狙击手平台 6.楼梯间 7.木制仓库 8.高台 9.墙及其后方区域 10.木箱
蓝色/红色斜线:蓝队/红队第一出生点 蓝色/红色双斜线:蓝队/红队第二出生点 蓝色/红色带圈双斜线:蓝队/红队第三出生点
暗红色圆圈:位于中央的第三控制点 黄色圆圈:位于灯塔的第2&4控制点 绿色圆圈:位于导弹发射台的第1&5控制点
战术
主条目: 社区 Sunshine 战术
控制点占领时间
控制点 | 玩家人数 | 秒 | ||
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控制点 1 和 5 | ×1 |
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×2 |
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×3 |
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×4 |
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控制点 2 和 4 | ×1 |
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×2 |
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×3 |
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×4 |
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控制点 3 | ×1 |
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×2 |
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×3 |
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×4 |
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地图更改日志
这是地图添加到游戏之前的更改日志。
更改日志:
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
更新历史
2016年7月7日补丁 #1 (棋逢对手更新)
- 地图 Sunshine 被添加到游戏中。
- 更新
cp_sunshine
以修复一些碰撞问题。
- Blockbulleted spiral staircase on the back of second.
- 将中型弹药包添加至到中点的小道。
- 移除了从山谷进入第二个木拱门的碰撞体积。
- 缩小了木拱门的尺寸。
- Blockbulleted a few undersides of staircases on last that could catch projectiles.
- 移除终点的梯子。
- 修复了地图
cp_sunshine
丢失素材的问题。
细枝末节
- 有一些鹿的剪贴画存在地图的各个角落,它们同样可以在地图Cauldron(闹鬼魔锅)上发现
画廊
另见
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