Upvote Upvoted 129 Downvote Downvoted
1 ⋅⋅ 7 8 9 10 11 12 13 ⋅⋅ 20
cp_sunshine (5CP)
271
#271
1 Frags +
Nub_DanishIs there a link to a download of cp_sunshine_rc1a.bsp ? or just cp_sunshine_rc1a.bsp.bz2

Download 7zip. It supports a lot of compression formats, including zip, rar, and bz2, and it doesn't ask you to buy it like WinRAR.

http://www.7-zip.org/

[quote=Nub_Danish]Is there a link to a download of cp_sunshine_rc1a.bsp ? or just cp_sunshine_rc1a.bsp.bz2[/quote]
Download 7zip. It supports a lot of compression formats, including zip, rar, and bz2, and it doesn't ask you to buy it like WinRAR.

http://www.7-zip.org/
272
#272
6 Frags +

phi hello any updates

phi hello any updates
273
#273
-2 Frags +

Please remove the deer from the red lighthouse.

Please remove the deer from the red lighthouse.
274
#274
-2 Frags +
DablePlease remove the deer from the red lighthouse.

why?

[quote=Dable]Please remove the deer from the red lighthouse.[/quote] why?
275
#275
3 Frags +
FogDablePlease remove the deer from the red lighthouse. why?

gives red an advantage, duh

[quote=Fog][quote=Dable]Please remove the deer from the red lighthouse.[/quote] why?[/quote]
gives red an advantage, duh
276
#276
13 Frags +
hookyFogDablePlease remove the deer from the red lighthouse. why?gives red an advantage, duh

http://preview.images.memegenerator.net/Instance/Preview?imageID=6484742&generatorTypeID=&panels=&text0=why%20not%20add%20a%20deer&text1=to%20both%20lighthouses%3F&text2=&text3=

[quote=hooky][quote=Fog][quote=Dable]Please remove the deer from the red lighthouse.[/quote] why?[/quote]
gives red an advantage, duh[/quote]
[img]http://preview.images.memegenerator.net/Instance/Preview?imageID=6484742&generatorTypeID=&panels=&text0=why%20not%20add%20a%20deer&text1=to%20both%20lighthouses%3F&text2=&text3=[/img]
277
#277
0 Frags +

Not positive this is the place to post but I think I have the Fastest Rollout? At least this is the best I could come up with for Rc1a

Not positive this is the place to post but I think I have the [url=https://www.youtube.com/watch?v=faDaoOTqhOY]Fastest Rollout?[/url] At least this is the best I could come up with for Rc1a
278
#278
1 Frags +

I still find the lobby between 1 and 2 to be a rather small and overly complex. my main concern is with the door way between the two mains. it just seems to easy for the defense to switch between defending each door.

http://cloud-3.steampowered.com/ugc/3281178331603024086/E82C44BB662D16805140D6FC8C5DC23DA5EE01D7/

I still find the lobby between 1 and 2 to be a rather small and overly complex. my main concern is with the door way between the two mains. it just seems to easy for the defense to switch between defending each door.

[img]http://cloud-3.steampowered.com/ugc/3281178331603024086/E82C44BB662D16805140D6FC8C5DC23DA5EE01D7/[/img]
279
#279
1 Frags +

awright it's sunshine week

Do you like it? Why/Why not? What would you change?

I like the fast developing mid and the fact that standing on cap points is dangerous (instead of defensible like in most other maps). I don't like how many areas can't actually be entered even if they look clear (like the arch above choke or the chairs in cafe). I haven't decided how I feel about the labyrinthine lobby though.

awright it's sunshine week

Do you like it? Why/Why not? What would you change?

I like the fast developing mid and the fact that standing on cap points is dangerous (instead of defensible like in most other maps). I don't like how many areas can't actually be entered even if they look clear (like the arch above choke or the chairs in cafe). I haven't decided how I feel about the labyrinthine lobby though.
280
#280
-10 Frags +

This map is BEAUTIFUL! People with bad computers are going to complain about their frames but my GOD this map is amazing! Haven't had a chance to truly explore it but it is seriously refreshing. All the maps feel the same and when was the last time a new map was added that people actually like? Process? I'm excited for this one!

This map is BEAUTIFUL! People with bad computers are going to complain about their frames but my GOD this map is amazing! Haven't had a chance to truly explore it but it is seriously refreshing. All the maps feel the same and when was the last time a new map was added that people actually like? Process? I'm excited for this one!
281
#281
38 Frags +

You must explore the labyrinth and defeat the Minotaur before you can push last.

You must explore the labyrinth and defeat the Minotaur before you can push last.
282
#282
7 Frags +

i dont like how i cant see anything because there's so many obstacles all over the map. the last skybox is ridiculous and the pipe should go.

dungeon strats are dope though.

i dont like how i cant see anything because there's so many obstacles all over the map. the last skybox is ridiculous and the pipe should go.

dungeon strats are dope though.
283
#283
14 Frags +

i hate how theres like 5 different doors to go under to last

i hate how theres like 5 different doors to go under to last
284
#284
3 Frags +

Pls replace the grass texture with the reduced detail sprites version :(

Pls replace the grass texture with the reduced detail sprites version :(
285
#285
3 Frags +

stairs at mid choke spread rocket splash literally everywhere,

also there are holes in the wooden ramp on 2nd point.. why?

stairs at mid choke spread rocket splash literally everywhere,

also there are holes in the wooden ramp on 2nd point.. why?
286
#286
3 Frags +

Clean up the lobby to last there are way too many areas to check when pushing out.
Possibly make the mid choke stairs a ramp(or fix the clipping), like bsc said, rocket splash is really weird there.

Clean up the lobby to last there are way too many areas to check when pushing out.
Possibly make the mid choke stairs a ramp(or fix the clipping), like bsc said, rocket splash is really weird there.
287
#287
0 Frags +

good demo map

good demo map
288
#288
10 Frags +

Very fluid, love the attention to details. My only criticism is that there are lots of places that look like you can get on top of that you can't. Either make it plainly obvious or allow it. Especially jumping thru the archway choke over top. Also, I'd recommend thickening all of the fences/protruding walls that soldiers can jump on, right now if people get on top it's somewhat difficult to counter jump to spam them off due to small splash surface, having a demo is the only way to get them down. If that is the intent it's fine but I think for having such a nice height advantage it should be a little more of a fight for it than who gets on top first Namsayin

Very fluid, love the attention to details. My only criticism is that there are lots of places that look like you can get on top of that you can't. Either make it plainly obvious or allow it. Especially jumping thru the archway choke over top. Also, I'd recommend thickening all of the fences/protruding walls that soldiers can jump on, right now if people get on top it's somewhat difficult to counter jump to spam them off due to small splash surface, having a demo is the only way to get them down. If that is the intent it's fine but I think for having such a nice height advantage it should be a little more of a fight for it than who gets on top first Namsayin
289
#289
8 Frags +

Spawn timers also break a lot when a point is capped you gain like another 9 second respawn, not sure if intentional

Spawn timers also break a lot when a point is capped you gain like another 9 second respawn, not sure if intentional
290
#290
8 Frags +

And I wouldn't abandon the various different ways into last, right now it doesn't feel omimpossible to push last like most maps yet is still very defendable

And I wouldn't abandon the various different ways into last, right now it doesn't feel omimpossible to push last like most maps yet is still very defendable
291
#291
5 Frags +

Also I dunno if anyone felt this way but I think stickying spawn from this position during last pushes was too effective.

http://puu.sh/8kH6V.jpg

As soon as anyone retreated to switch classes/get health/rotate I just redirected my stickies to the platform and the right door, and I did it from a safe, defensible position that still allows me to spam the rest of the point. Whether it kills them or they stop to clear them or they jump over them, it still gives my team a powerplay opportunity from the moment they retreat. I don't think any other map's last really functions that way. Usually playing around your spawn and useing it to rotate or something was a safe option. Is this a good change or a bad one?

Also I dunno if anyone felt this way but I think stickying spawn from this position during last pushes was too effective.

[img]http://puu.sh/8kH6V.jpg[/img]
As soon as anyone retreated to switch classes/get health/rotate I just redirected my stickies to the platform and the right door, and I did it from a safe, defensible position that still allows me to spam the rest of the point. Whether it kills them or they stop to clear them or they jump over them, it still gives my team a powerplay opportunity from the moment they retreat. I don't think any other map's last really functions that way. Usually playing around your spawn and useing it to rotate or something was a safe option. Is this a good change or a bad one?
292
#292
11 Frags +

this map is a lot of fun i'm really enjoying it. ETF2L should consider it over turbine :p

this map is a lot of fun i'm really enjoying it. ETF2L should consider it over turbine :p
293
#293
6 Frags +

love the map layout wise and aesthetically but holy fuck change the transition area from second to last PLEASE

love the map layout wise and aesthetically but holy fuck change the transition area from second to last PLEASE
294
#294
cp_sunshine, cp_cardinal
15 Frags +

Okaaaaaay hi guys, sorry for the absence, I've been battling depression and dysphoria and just general shitty stuff, working through my life and just figured today I'd come here to check and see how Sunshine's doing... Wow. I haven't watched any vods yet because I haven't had the time but even this much feedback is absolutely amazing. I hope you all had a fun time, or at least a semi-decent time, hahaaa...

I'll be responding to all these posts here, I hope people can inform me any other major things I might need to change... I'm planning on possibly updating it sometime soon, can't say when but hopefully soon.

MunchYou must explore the labyrinth and defeat the Minotaur before you can push last.

Yeah, hah, I expected this to be the main issue as much! I hope it wasn't *that* bad. I'm considering removing the route under the lighthouse or doing SOMEthing but I honestly haven't watched anything yet so I don't know what was the biggest issue as of yet.

Deadbolti dont like how i cant see anything because there's so many obstacles all over the map. the last skybox is ridiculous and the pipe should go.

dungeon strats are dope though.

Yeah, I think I had a little too much fun detailing this... If I update this I'll streamline the detailing I guess, try to make it a little more frame-friendly if that's an issue too

Skarletti hate how theres like 5 different doors to go under to last

Now that I really think about it yeah there's quite a few routes. Probably will remove the underground route and convert lower left into the third entrance? Maybe that'll help?

wareyaPls replace the grass texture with the reduced detail sprites version :(

Aaaaahh okay can do

bscstairs at mid choke spread rocket splash literally everywhere,

also there are holes in the wooden ramp on 2nd point.. why?

I thought I blockbulleted them but I'll make them ramps. Holes on the wooden ramp actually don't change anything, I guess they could be confusing though so I'll probably cover em up

PlatinumVery fluid, love the attention to details. My only criticism is that there are lots of places that look like you can get on top of that you can't. Either make it plainly obvious or allow it. Especially jumping thru the archway choke over top. Also, I'd recommend thickening all of the fences/protruding walls that soldiers can jump on, right now if people get on top it's somewhat difficult to counter jump to spam them off due to small splash surface, having a demo is the only way to get them down. If that is the intent it's fine but I think for having such a nice height advantage it should be a little more of a fight for it than who gets on top first Namsayin

Ahh thanks Plat! Nice to get some detailed feedback from a high-level player. I'll fix those areas, at least I'll try to. Those fences were something I hadn't thought of, yeah that's probably a good idea!

PlatinumSpawn timers also break a lot when a point is capped you gain like another 9 second respawn, not sure if intentional

Spawn times are super dumb ugh they've been annoying me the whole time I've made this map but I'll work something out

PlatinumAnd I wouldn't abandon the various different ways into last, right now it doesn't feel omimpossible to push last like most maps yet is still very defendable

I'll try to at least streamline it a little more maybe, any more detailed feedback at one point or another would be cool

AllealAlso I dunno if anyone felt this way but I think stickying spawn from this position during last pushes was too effective.

-image-
As soon as anyone retreated to switch classes/get health/rotate I just redirected my stickies to the platform and the right door, and I did it from a safe, defensible position that still allows me to spam the rest of the point. Whether it kills them or they stop to clear them or they jump over them, it still gives my team a powerplay opportunity from the moment they retreat. I don't think any other map's last really functions that way. Usually playing around your spawn and useing it to rotate or something was a safe option. Is this a good change or a bad one?

I don't know if it's a good change or bad one, I'll need to fiiigure it out wah
It's something to consider though I guess!

MR_SLINthis map is a lot of fun i'm really enjoying it. ETF2L should consider it over turbine :p

Hehh thanks Slin :3

downpourlove the map layout wise and aesthetically but holy fuck change the transition area from second to last PLEASE

Ahh wah do you mean aesthetically or layout-wise? Layout most likely, heh

--

Anyways I don't know how often I'll get to update this but there's no way in hell I'm abandoning it! Some version will come sometime soon, if anybody has a really good match or two that they'd be willing to point me to a demo/vod of so I can watch it that'd be great! I hope you all enjoyed it, this has all been a very big thing for me and it's definitely not over yeeet!!

- Jaycie (phi)

Okaaaaaay hi guys, sorry for the absence, I've been battling depression and dysphoria and just general shitty stuff, working through my life and just figured today I'd come here to check and see how Sunshine's doing... Wow. I haven't watched any vods yet because I haven't had the time but even this much feedback is absolutely amazing. I hope you all had a fun time, or at least a semi-decent time, hahaaa...

I'll be responding to all these posts here, I hope people can inform me any other major things I might need to change... I'm planning on possibly updating it sometime soon, can't say when but hopefully soon.

[quote=Munch]You must explore the labyrinth and defeat the Minotaur before you can push last.[/quote]

Yeah, hah, I expected this to be the main issue as much! I hope it wasn't *that* bad. I'm considering removing the route under the lighthouse or doing SOMEthing but I honestly haven't watched anything yet so I don't know what was the biggest issue as of yet.

[quote=Deadbolt]i dont like how i cant see anything because there's so many obstacles all over the map. the last skybox is ridiculous and the pipe should go.

dungeon strats are dope though.[/quote]

Yeah, I think I had a little too much fun detailing this... If I update this I'll streamline the detailing I guess, try to make it a little more frame-friendly if that's an issue too

[quote=Skarlett]i hate how theres like 5 different doors to go under to last[/quote]

Now that I really think about it yeah there's quite a few routes. Probably will remove the underground route and convert lower left into the third entrance? Maybe that'll help?

[quote=wareya]Pls replace the grass texture with the reduced detail sprites version :([/quote]

Aaaaahh okay can do

[quote=bsc]stairs at mid choke spread rocket splash literally everywhere,

also there are holes in the wooden ramp on 2nd point.. why?[/quote]

I thought I blockbulleted them but I'll make them ramps. Holes on the wooden ramp actually don't change anything, I guess they could be confusing though so I'll probably cover em up

[quote=Platinum]Very fluid, love the attention to details. My only criticism is that there are lots of places that look like you can get on top of that you can't. Either make it plainly obvious or allow it. Especially jumping thru the archway choke over top. Also, I'd recommend thickening all of the fences/protruding walls that soldiers can jump on, right now if people get on top it's somewhat difficult to counter jump to spam them off due to small splash surface, having a demo is the only way to get them down. If that is the intent it's fine but I think for having such a nice height advantage it should be a little more of a fight for it than who gets on top first Namsayin[/quote]

Ahh thanks Plat! Nice to get some detailed feedback from a high-level player. I'll fix those areas, at least I'll try to. Those fences were something I hadn't thought of, yeah that's probably a good idea!

[quote=Platinum]Spawn timers also break a lot when a point is capped you gain like another 9 second respawn, not sure if intentional[/quote]

Spawn times are super dumb ugh they've been annoying me the whole time I've made this map but I'll work something out

[quote=Platinum]And I wouldn't abandon the various different ways into last, right now it doesn't feel omimpossible to push last like most maps yet is still very defendable[/quote]

I'll try to at least streamline it a little more maybe, any more detailed feedback at one point or another would be cool

[quote=Alleal]Also I dunno if anyone felt this way but I think stickying spawn from this position during last pushes was too effective.

-image-
As soon as anyone retreated to switch classes/get health/rotate I just redirected my stickies to the platform and the right door, and I did it from a safe, defensible position that still allows me to spam the rest of the point. Whether it kills them or they stop to clear them or they jump over them, it still gives my team a powerplay opportunity from the moment they retreat. I don't think any other map's last really functions that way. Usually playing around your spawn and useing it to rotate or something was a safe option. Is this a good change or a bad one?[/quote]

I don't know if it's a good change or bad one, I'll need to fiiigure it out wah
It's something to consider though I guess!

[quote=MR_SLIN]this map is a lot of fun i'm really enjoying it. ETF2L should consider it over turbine :p[/quote]

Hehh thanks Slin :3

[quote=downpour]love the map layout wise and aesthetically but holy fuck change the transition area from second to last PLEASE[/quote]

Ahh wah do you mean aesthetically or layout-wise? Layout most likely, heh

--

Anyways I don't know how often I'll get to update this but there's no way in hell I'm abandoning it! Some version will come sometime soon, if anybody has a really good match or two that they'd be willing to point me to a demo/vod of so I can watch it that'd be great! I hope you all enjoyed it, this has all been a very big thing for me and it's definitely not over yeeet!!

- Jaycie (phi)
295
#295
3 Frags +

that exertus v mixup game was amazing, i would recommend watching it phi!

that exertus v mixup game was amazing, i would recommend watching it phi!
296
#296
1 Frags +

vod is here: http://www.twitch.tv/extvesports/b/522816789?t=15m00s
match starts at 23 minutes in

vod is here: http://www.twitch.tv/extvesports/b/522816789?t=15m00s
match starts at 23 minutes in
297
#297
2 Frags +

Exertus didn't often bother defending 2.

It seems like the point is so close to the entrances from last that once the attacking team gets presence in lighthouse, they're able to spam all the entrances, making it hard to force an uber in exchange for the cap.

Thoughts?

Exertus didn't often bother defending 2.

It seems like the point is so close to the entrances from last that once the attacking team gets presence in lighthouse, they're able to spam all the entrances, making it hard to force an uber in exchange for the cap.

Thoughts?
298
#298
4 Frags +

i like the mid and last but i feel 2nd needs some work; the fence at choke should be trimmed so you can spam choke from the cafe entrance. the spire needs to be opened up more, maybe add terrain to access it easier from the grassy side. when i played the map, the fights by spire felt like a game of ring around the rosy (the spire building being rosy). in general the map feels very boxy/square which i kinda like. replace granary with sunshine next season plz.

i like the mid and last but i feel 2nd needs some work; the fence at choke should be trimmed so you can spam choke from the cafe entrance. the spire needs to be opened up more, maybe add terrain to access it easier from the grassy side. when i played the map, the fights by spire felt like a game of ring around the rosy (the spire building being rosy). in general the map feels very boxy/square which i kinda like. replace granary with sunshine next season plz.
299
#299
6 Frags +

Stupid details/clipping post

http://puu.sh/8noAp.jpg

Why only one side?

http://puu.sh/8noDe.jpg

Should clip this corner

http://puu.sh/8np3T.jpg

Should put some kind of clipping around the edge of the pipe so when you slide off the edge near the walls you don't get stuck in a surf kinda thing

http://puu.sh/8noGB.jpg

Getting caught on the fire hydrant prop is annoying

http://puu.sh/8noO7.jpg

Should probably make that flush with the wall since it looks really weird, also it might be my graphics config but that glass is REALLY dark

http://puu.sh/8noZ8.jpg

What's that light coming from?

http://puu.sh/8npgW.jpg

The blu texture weird, also maybe add like a small clipped rock somewhere on the displacement near the health pack so like medics could do some kinda strafe jump thing to get up there. I can sometimes do it but it seems really weird, idk maybe you intended for it to not be jumpable.

http://puu.sh/8nrd7.jpg

Either make this solid or let me get crack shots.

http://puu.sh/8npt1.jpg

The clipping on this is really bad, assuming you just used default prop clipping for w/e reason.

http://puu.sh/8npvY.jpg

Getting stuck on this plank is annoying

http://puu.sh/8npCd.jpg

That roof looks weird

http://puu.sh/8npHI.jpg

Can also get stuck on this corner

http://puu.sh/8npMJ.jpg

The clip brushes can get in the way when walking up those stairs.

http://puu.sh/8npRd.jpg

Clip/bulletblock those stairs please

http://puu.sh/8nqfg.jpg

I'm not sure how you went about protecting the flank/mid from getting spammed from the other area but it seems like you left a small area that would still allow spam through? I assume this is intended though so w/e

http://puu.sh/8nqsu.jpg

Honestly I have no clue why you just shat props all over the flank, I cannot say that any of them serve a purpose and just kind of clutter the area up.

http://puu.sh/8nqNp.jpg

This piece of clipping has honestly just gotten in my way and fucked up countless jumps. Maybe take the viaduct approach and don't have the roofs be clipped period but it's your call.

http://puu.sh/8nr8E.jpg

secret blu deer room on red side hue

http://puu.sh/8nrRe.jpg

You can get stuck on this thing.

http://puu.sh/8nrpl.jpg

3d skybox needs a lot of work

Stupid details/clipping post

[img]http://puu.sh/8noAp.jpg[/img]

Why only one side?

[img]http://puu.sh/8noDe.jpg[/img]

Should clip this corner

[img]http://puu.sh/8np3T.jpg[/img]
Should put some kind of clipping around the edge of the pipe so when you slide off the edge near the walls you don't get stuck in a surf kinda thing

[img]http://puu.sh/8noGB.jpg[/img]

Getting caught on the fire hydrant prop is annoying

[img]http://puu.sh/8noO7.jpg[/img]

Should probably make that flush with the wall since it looks really weird, also it might be my graphics config but that glass is REALLY dark

[img]http://puu.sh/8noZ8.jpg[/img]

What's that light coming from?

[img]http://puu.sh/8npgW.jpg[/img]

The blu texture weird, also maybe add like a small clipped rock somewhere on the displacement near the health pack so like medics could do some kinda strafe jump thing to get up there. I can sometimes do it but it seems really weird, idk maybe you intended for it to not be jumpable.

[img]http://puu.sh/8nrd7.jpg[/img]

Either make this solid or let me get crack shots.

[img]http://puu.sh/8npt1.jpg[/img]

The clipping on this is really bad, assuming you just used default prop clipping for w/e reason.

[img]http://puu.sh/8npvY.jpg[/img]

Getting stuck on this plank is annoying

[img]http://puu.sh/8npCd.jpg[/img]

That roof looks weird

[img]http://puu.sh/8npHI.jpg[/img]

Can also get stuck on this corner

[img]http://puu.sh/8npMJ.jpg[/img]

The clip brushes can get in the way when walking up those stairs.

[img]http://puu.sh/8npRd.jpg[/img]

Clip/bulletblock those stairs please

[img]http://puu.sh/8nqfg.jpg[/img]

I'm not sure how you went about protecting the flank/mid from getting spammed from the other area but it seems like you left a small area that would still allow spam through? I assume this is intended though so w/e

[img]http://puu.sh/8nqsu.jpg[/img]

Honestly I have no clue why you just shat props all over the flank, I cannot say that any of them serve a purpose and just kind of clutter the area up.

[img]http://puu.sh/8nqNp.jpg[/img]

This piece of clipping has honestly just gotten in my way and fucked up countless jumps. Maybe take the viaduct approach and don't have the roofs be clipped period but it's your call.

[img]http://puu.sh/8nr8E.jpg[/img]

secret blu deer room on red side hue

[img]http://puu.sh/8nrRe.jpg[/img]

You can get stuck on this thing.

[img]http://puu.sh/8nrpl.jpg[/img]

3d skybox needs a lot of work
300
#300
7 Frags +

Jumped to the bottom of this page and started scrolling up. Realized it had to be a benroads post when I scrolled up for 5 seconds and still wasn't at the start of the post.

Jumped to the bottom of this page and started scrolling up. Realized it had to be a benroads post when I scrolled up for 5 seconds and still wasn't at the start of the post.
1 ⋅⋅ 7 8 9 10 11 12 13 ⋅⋅ 20
Please sign in through STEAM to post a comment.