Sunshine

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Sunshine possiede delle varianti, come Sinshine.
Sunshine
300px
Informazioni di Base
Variants: Sinshine
Sviluppatore/i: Sconosciuto
Vista dall'alto
Sunshine overview.png
Mi sta piacendo il layout.
Phi sulla forma della mappa

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.


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.


I Luoghi di Sunshine
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

Tempo di Cattura dei Punti

Punti di Controllo Moltiplicatore Secondi
Punti di Controllo 1 e 5 ×1
4 ,600
×2
3 ,067
×3
2 ,509
×4
2 ,208
Punti di Controllo 2 e 4 ×1
14 ,000
×2
9 ,333
×3
7 ,636
×4
6 ,720
Punti di Controllo 3 ×1
22 ,000
×2
14 ,667
×3
12 ,000
×4
10 ,560


Changelog

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.

Patch del 16 agosto 2016

  • Updated cp_sunshine to fix some clipping issues.

Patch del 12 ottobre 2016

  • 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.

Patch del 21 ottobre 2016

  • 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