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cp_sunshine (5CP)
301
#301
9 Frags +

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

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

Please clean these kinds of literally useless areas out of the map. Generating lightmaps anywhere they're not needed adds a good amount to map filesize/unoptimization that doesn't need to be there.

[img]http://puu.sh/8nsEK.jpg[/img]
[img]http://puu.sh/8nsvW.jpg[/img]

Please clean these kinds of literally useless areas out of the map. Generating lightmaps anywhere they're not needed adds a good amount to map filesize/unoptimization that doesn't need to be there.
302
#302
0 Frags +

You could always fill in the wood gaps with a metal grate. It would be the same as right now, but make more sense and let splash through.

You could always fill in the wood gaps with a metal grate. It would be the same as right now, but make more sense and let splash through.
303
#303
4 Frags +

Found some bugs/oddities. Sorry if these have already been reported. I'm new to imgur so I have no idea how to delete useless screenies, oh well.

http://imgur.com/a/gNxOl

I really like this map and want to help make it as perfect as possible. Good luck!

Found some bugs/oddities. Sorry if these have already been reported. I'm new to imgur so I have no idea how to delete useless screenies, oh well.

http://imgur.com/a/gNxOl

I really like this map and want to help make it as perfect as possible. Good luck!
304
#304
0 Frags +

http://cloud-4.steampowered.com/ugc/794067979493043904/4C63DCE756F3FD408EEC4D6B12621DA98FFD620F/

Not exactly the most viable spot but I imagine this isn't intentional.

http://cloud-4.steampowered.com/ugc/794067979493043904/4C63DCE756F3FD408EEC4D6B12621DA98FFD620F/

Not exactly the most viable spot but I imagine this isn't intentional.
305
#305
2 Frags +

http://ugcleague.com/schedule_tf26.cfm

now being played in ugc 6v6 this season

http://ugcleague.com/schedule_tf26.cfm

now being played in ugc 6v6 this season
306
#306
3 Frags +

the arch above choke really seems to make it so you can't do a very fast choke to choke rollout consistently ;c

the arch above choke really seems to make it so you can't do a very fast choke to choke rollout consistently ;c
307
#307
0 Frags +
plobshttp://ugcleague.com/schedule_tf26.cfm

now being played in ugc 6v6 this season

Oh cool, looks like I'm playing it then. Do any roamer spots still exist?

[quote=plobs]http://ugcleague.com/schedule_tf26.cfm

now being played in ugc 6v6 this season[/quote]

Oh cool, looks like I'm playing it then. Do any roamer spots still exist?
308
#308
cp_sunshine, cp_cardinal
7 Frags +

Sorry for staying away so long. I've been really busy, but I hope I can put out an update for the map sometime soon. I don't know if the map will stay in ESEA or not, but regardless, after everyone played it I'd love to hear any quick feedback or really really bad things about the map you'd like fixed. (apart from all the other really good feedback that's in the thread!! anyone who has burning desires to tell me something's bad, tell me now!) If it was a halfway decent map last season, I promise it'll be even better the next. Keep me updated, I'll keep you updated. Thanks <3

Sorry for staying away so long. I've been really busy, but I hope I can put out an update for the map sometime soon. I don't know if the map will stay in ESEA or not, but regardless, after everyone played it I'd love to hear any quick feedback or really really bad things about the map you'd like fixed. (apart from all the other really good feedback that's in the thread!! anyone who has burning desires to tell me something's bad, tell me now!) If it was a halfway decent map last season, I promise it'll be even better the next. Keep me updated, I'll keep you updated. Thanks <3
309
#309
cp_sunshine, cp_cardinal
6 Frags +

OK, time for actual progress. I won't show all the places I've worked on so far, just this one, because it's the biggest complaint, by far.

Should I remove this entire room (the oddly-shaped one that's seen through the arch), and subsequently, the staircase leading up underneath the lighthouse? That way there would only be one route in/out of the underground area, and you could still use it for the rollout:

https://dl.dropboxusercontent.com/u/84556731/sunshine/Screenshot%202014-07-12%2022.12.53.png

I've already blocked off the extensive open area behind it, so it isn't as much of a pain to watch, but I'm wondering if I should block off this underground area entirely and just leave it to one small corridor between lower lobby and lower last

https://dl.dropboxusercontent.com/u/84556731/sunshine/Screenshot%202014-07-12%2022.13.12.png

I could move the entrance back in lobby a little, instead of on the right-facing side of the stairs I might be able to make it on the left?? I don't have plans to completely remake lobby but I don't think the underground route is useful for anything but flanking, therefore it should probably be made smaller. Thoughts...?

OK, time for actual progress. I won't show all the places I've worked on so far, just this one, because it's the biggest complaint, by far.

Should I remove this entire room (the oddly-shaped one that's seen through the arch), and subsequently, the staircase leading up underneath the lighthouse? That way there would only be one route in/out of the underground area, and you could still use it for the rollout:

[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/Screenshot%202014-07-12%2022.12.53.png[/img]

I've already blocked off the extensive open area behind it, so it isn't as much of a pain to watch, but I'm wondering if I should block off this underground area entirely and just leave it to one small corridor between lower lobby and lower last
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/Screenshot%202014-07-12%2022.13.12.png[/img]

I could move the entrance back in lobby a little, instead of on the right-facing side of the stairs I might be able to make it on the left?? I don't have plans to completely remake lobby but I don't think the underground route is useful for anything but flanking, therefore it should probably be made smaller. Thoughts...?
310
#310
10 Frags +

Unfortunately I can't really put my finger on anything that desperately needs to be changed at this point. Overall the map has kind of a weird feel to it, it's different, but after getting more experienced with it, I feel like it plays well. The changes you are suggesting seem unnecessary to me. Backcaps were not really an issue on the map. Pushing out of last is also fairly difficult (like any map) but that underpass at least gave a high risk high reward flank route to open up a push or go for a crucial defense breaking pick. From the defensive perspective, it wasn't really that difficult to cover either, it only takes one person to watch it really, whether its completely open or closed like you are suggesting changing it to. I can see why it is appealing for simplification reasons, but in the end I think the map will feel less dynamic if that passage is removed.

Unfortunately I can't really put my finger on anything that desperately needs to be changed at this point. Overall the map has kind of a weird feel to it, it's different, but after getting more experienced with it, I feel like it plays well. The changes you are suggesting seem unnecessary to me. Backcaps were not really an issue on the map. Pushing out of last is also fairly difficult (like any map) but that underpass at least gave a high risk high reward flank route to open up a push or go for a crucial defense breaking pick. From the defensive perspective, it wasn't really that difficult to cover either, it only takes one person to watch it really, whether its completely open or closed like you are suggesting changing it to. I can see why it is appealing for simplification reasons, but in the end I think the map will feel less dynamic if that passage is removed.
311
#311
3 Frags +

The problem I personally had with that lower area was you always had to go send someone down there when pushing out of last to prevent backcaps since the entrance is right where they hold by the point, but even if you're not contested you could get spammed out really easy if you try to do anything while they walk backwards into cafe. I think the wall there is a nice touch so if anyone is down there contesting you, your team can help you more safely, and you don't have to eat every roller in existence on your way up.

imo keep it how you have it in those pictures.

The problem I personally had with that lower area was you always had to go send someone down there when pushing out of last to prevent backcaps since the entrance is right where they hold by the point, but even if you're not contested you could get spammed out really easy if you try to do anything while they walk backwards into cafe. I think the wall there is a nice touch so if anyone is down there contesting you, your team can help you more safely, and you don't have to eat every roller in existence on your way up.

imo keep it how you have it in those pictures.
312
#312
2 Frags +

Do people still like this map? Is it still being actively developed?

Do people still like this map? Is it still being actively developed?
313
#313
1 Frags +

Love the map, one small bug, the L-bend on the right side of second that go up to the point, they are kinda glitchy to walk on sometimes, especially when you walk along the edge, I suggest putting an invisible ramp over them to make them act smoother.

Love the map, one small bug, the L-bend on the right side of second that go up to the point, they are kinda glitchy to walk on sometimes, especially when you walk along the edge, I suggest putting an invisible ramp over them to make them act smoother.
314
#314
11 Frags +

Been awhile since I have done one of these, hopefully you're still working on this map Phi because I think it has a lot of potential to be a great map. I won't be able to provide a ton of feedback on gameplay as honestly I just have not played it enough to get a good idea of how you could change the overall layout to make it flow better. I can provide some "easily" fixable things that have annoyed myself and teammates though.

http://puu.sh/bmTty/064909f20d.jpg

I understand that props in the spawnroom are nice but these ones are very annoying as it's pretty easy to get caught on the edge of one when you're rotating to grab health/ammo.

http://puu.sh/bmTYK/65f8753081.jpg

This box that just slightly jets out of the edge is incredibly annoying if you try to jump off that wall as soldier or demo. I'd move it back 10 or 20 units or just remove it because it just seems to kinda clutter up the area like a lot of the other props.

http://puu.sh/bmUgr/93185eac7a.jpg

Clipping things

http://puu.sh/bmUjP/33323c79f9.jpg

Annoying prop to get stuck on, probably already talked about this though.

http://puu.sh/bmUsP/b57e33b13c.jpg

This whole area is kinda strange, I would probably just remove the door frame and extend that slope a bit to close to the door frame going into last.

http://puu.sh/bmUzN/ed1dfcdca4.jpg

Always bothered me how dark this glass was, not sure if it would make a huge difference if you made it clearer because you could just step like 4 feet to the right and see the same stuff, If not maybe just make it a solid wall, it does seem kinda strange to have a window indoors.

http://puu.sh/bmULP/20fe0377ac.jpg

Another detail thing that annoyed me, it would look a lot cleaner imo if you just had those walls merge into eachother, if not put a angled clipping brush on there to have people not get stuck.

http://puu.sh/bmUT4/8815fab079.jpg

Getting snagged on the edge of this pallet is really annoying

http://puu.sh/bmV3B/07872dbb91.jpg

You can get stuck on this thing above lower.

http://puu.sh/bmVa2/1c85399f2e.jpg

Some of the displacement clips into the lower lobby area.

http://puu.sh/bmVhX/b25267879b.jpg

Stuff under flank still rendering and doing things.

http://puu.sh/bmVoY/39b0630f34.jpg

You can get caught on this post and this entire pack area is really bad imo, the pillars make it annoying to get in and out of and the little stone lip before the actual pack eats splash a lot.

http://puu.sh/bmVBb/873659d732.jpg

Lots and lots of props for a fairly unimportant area, also if you do end up in here you can get stuck on just about everything in there so there is also that.

http://puu.sh/bmVIj/9e02f0ed7e.jpg

The overhang clipping is probably my bigger complaint with this map. It really limits the jumps you can do. I really liked how fubar did it on pro_viaduct and removed a majority of the clipping on roofs to allow a bit more freedom with jumps.

http://puu.sh/bmW0A/4e44ab5c54.jpg

Displacement clips into this thing as well, also you can get caught on the edge of it fairly easily.

http://puu.sh/bmW41/5c86471654.jpg

These are still stairs, please clip/bulletblock

http://puu.sh/bmWaX/52e2ff99d0.jpg

The clipping in cafe is pretty whacky overall but this one is really annoying.

http://puu.sh/bmWit/11f31de86f.jpg

You can get stuck on both of the window features.

http://puu.sh/bmWne/d76fea71da.jpg

Prop clipping really bad on these things

http://puu.sh/bmWwO/c999336187.jpg

While I do think the lighthouse looks really nice, this actual point is really pretty annoying to take since there's almost no room to move around in on the actual capture area.

http://puu.sh/bmWBT/033c489bc0.jpg

I'm sure this one has said before but please make this solid. I know nothing will pass through the holes but it's pretty unintuitive. It also seems to cause some bugs with lighting underneath.

http://puu.sh/bmWKE/1a7ff18ed4.jpg

These also seem to just kinda clutter up the already cramped area between choke and cafe. Also I've been told you can get stuck on the back trashcan pretty easily. I'd assume it's the handle doing that but I only got caught a few times on it myself so it's not a huge deal.

Will probably end up editing this or posting again as I look a bit more into the map.

Been awhile since I have done one of these, hopefully you're still working on this map Phi because I think it has a lot of potential to be a great map. I won't be able to provide a ton of feedback on gameplay as honestly I just have not played it enough to get a good idea of how you could change the overall layout to make it flow better. I can provide some "easily" fixable things that have annoyed myself and teammates though.

[img]http://puu.sh/bmTty/064909f20d.jpg[/img]
I understand that props in the spawnroom are nice but these ones are very annoying as it's pretty easy to get caught on the edge of one when you're rotating to grab health/ammo.

[img]http://puu.sh/bmTYK/65f8753081.jpg[/img]
This box that just slightly jets out of the edge is incredibly annoying if you try to jump off that wall as soldier or demo. I'd move it back 10 or 20 units or just remove it because it just seems to kinda clutter up the area like a lot of the other props.

[img]http://puu.sh/bmUgr/93185eac7a.jpg[/img]
Clipping things

[img]http://puu.sh/bmUjP/33323c79f9.jpg[/img]
Annoying prop to get stuck on, probably already talked about this though.

[img]http://puu.sh/bmUsP/b57e33b13c.jpg[/img]
This whole area is kinda strange, I would probably just remove the door frame and extend that slope a bit to close to the door frame going into last.

[img]http://puu.sh/bmUzN/ed1dfcdca4.jpg[/img]
Always bothered me how dark this glass was, not sure if it would make a huge difference if you made it clearer because you could just step like 4 feet to the right and see the same stuff, If not maybe just make it a solid wall, it does seem kinda strange to have a window indoors.

[img]http://puu.sh/bmULP/20fe0377ac.jpg[/img]
Another detail thing that annoyed me, it would look a lot cleaner imo if you just had those walls merge into eachother, if not put a angled clipping brush on there to have people not get stuck.

[img]http://puu.sh/bmUT4/8815fab079.jpg[/img]
Getting snagged on the edge of this pallet is really annoying

[img]http://puu.sh/bmV3B/07872dbb91.jpg[/img]
You can get stuck on this thing above lower.

[img]http://puu.sh/bmVa2/1c85399f2e.jpg[/img]
Some of the displacement clips into the lower lobby area.

[img]http://puu.sh/bmVhX/b25267879b.jpg[/img]
Stuff under flank still rendering and doing things.

[img]http://puu.sh/bmVoY/39b0630f34.jpg[/img]
You can get caught on this post and this entire pack area is really bad imo, the pillars make it annoying to get in and out of and the little stone lip before the actual pack eats splash a lot.

[img]http://puu.sh/bmVBb/873659d732.jpg[/img]
Lots and lots of props for a fairly unimportant area, also if you do end up in here you can get stuck on just about everything in there so there is also that.

[img]http://puu.sh/bmVIj/9e02f0ed7e.jpg[/img]
The overhang clipping is probably my bigger complaint with this map. It really limits the jumps you can do. I really liked how fubar did it on pro_viaduct and removed a majority of the clipping on roofs to allow a bit more freedom with jumps.

[img]http://puu.sh/bmW0A/4e44ab5c54.jpg[/img]
Displacement clips into this thing as well, also you can get caught on the edge of it fairly easily.

[img]http://puu.sh/bmW41/5c86471654.jpg[/img]
These are still stairs, please clip/bulletblock

[img]http://puu.sh/bmWaX/52e2ff99d0.jpg[/img]
The clipping in cafe is pretty whacky overall but this one is really annoying.

[img]http://puu.sh/bmWit/11f31de86f.jpg[/img]
You can get stuck on both of the window features.

[img]http://puu.sh/bmWne/d76fea71da.jpg[/img]
Prop clipping really bad on these things

[img]http://puu.sh/bmWwO/c999336187.jpg[/img]
While I do think the lighthouse looks really nice, this actual point is really pretty annoying to take since there's almost no room to move around in on the actual capture area.

[img]http://puu.sh/bmWBT/033c489bc0.jpg[/img]
I'm sure this one has said before but please make this solid. I know nothing will pass through the holes but it's pretty unintuitive. It also seems to cause some bugs with lighting underneath.

[img]http://puu.sh/bmWKE/1a7ff18ed4.jpg[/img]
These also seem to just kinda clutter up the already cramped area between choke and cafe. Also I've been told you can get stuck on the back trashcan pretty easily. I'd assume it's the handle doing that but I only got caught a few times on it myself so it's not a huge deal.

Will probably end up editing this or posting again as I look a bit more into the map.
315
#315
2 Frags +

Seems like Phi has been gone now for awhile since his last update/post (around 2 months since his last post on tftv, 7 months since the last map update) and there was quite a decent amount of feedback on the map since and a bunch of things that are needed to be fixed.
So I was wondering if someone have considered maintaining the map? It's being played in 4 different leagues atm (ESEA, CEVO, LBTF2 and UGC 6's, afaik).
Maybe fix the map according to the things that were said here and perhaps do what Phi was intending to do to the map on #309.
I'm probably not the guy to request this, but I'm gonna do it anyway.

Seems like Phi has been gone now for awhile since his last update/post (around 2 months since his last post on tftv, 7 months since the last map update) and there was quite a decent amount of feedback on the map since and a bunch of things that are needed to be fixed.
So I was wondering if someone have considered maintaining the map? It's being played in 4 different leagues atm (ESEA, CEVO, LBTF2 and UGC 6's, afaik).
Maybe fix the map according to the things that were said here and perhaps do what Phi was intending to do to the map on #309.
I'm probably not the guy to request this, but I'm gonna do it anyway.
316
#316
5 Frags +

http://puu.sh/buQlK/0e57584e5a.png

Last time I talked with Phi she had been going through a few things with real life so I am really not sure if we'll see her return to this map or even tf2 for awhile. That being said there has been a few people who have offered to work on her maps while she is away. If anybody does get in contact with her and gets the vmf hopefully we could have an updated version for next season if it stays in. That being said the only contact I had with her was through steam so no real idea how anybody would get a hold of her atm.

[img]http://puu.sh/buQlK/0e57584e5a.png[/img]

Last time I talked with Phi she had been going through a few things with real life so I am really not sure if we'll see her return to this map or even tf2 for awhile. That being said there has been a few people who have offered to work on her maps while she is away. If anybody does get in contact with her and gets the vmf hopefully we could have an updated version for next season if it stays in. That being said the only contact I had with her was through steam so no real idea how anybody would get a hold of her atm.
317
#317
0 Frags +

If anyone wants, I could throw a link to the thread and some general info up on TF2maps.net to see if anyone's interested in trying to get ahold of her and finishing this out. I'd love to do it myself, but it'd be my first mapping endeavor so I wouldn't want to ruin it for you guys.

If anyone wants, I could throw a link to the thread and some general info up on TF2maps.net to see if anyone's interested in trying to get ahold of her and finishing this out. I'd love to do it myself, but it'd be my first mapping endeavor so I wouldn't want to ruin it for you guys.
318
#318
cp_sunshine, cp_cardinal
23 Frags +

I'm sorry. I had no idea this map was even going to be liked after the second season, let alone be adopted in other leagues.
I left because of personal issues. Depression and suicidal thoughts and horrible anxiety. Not much has improved and I don't know if I'm ready to go back to doing anything tf2 related. I don't know if I'll ever fully be back.

However, I'm in college now, and even with my current mental state and workload I'm met with a lot of spare time. I've been mapping for the first time in over a month today. It... makes me feel a little better about myself. It almost gives me a purpose. It feels like I'm actually halfway decent at something.

I will be releasing cp_sunshine_rc2 sometime this evening, if there aren't huge technical issues that end up appearing. If the skybox water decides to work, which so far has been my main issue, I might be able to have it up before midnight tonight, EST. There won't be fancy pictures, there won't be a changelog, just know that what I detailed above and everything said in this thread has been fixed. Everyone, if you want me to fix something, please say it now. I don't know if I'm going to map any more after RC2. I might, I might not... I have two maps in early alpha right now that I almost want to push into playable versions, I just am so behind the loop nowadays I have no idea how to even get them tested anymore. I haven't played this game in over a month.

I hope this version works ok. I'm sorry for disappearing. I will try to keep myself updated with everything happening, and if it somehow makes it to a third ESEA season, or another season somewhere else, I might have to get someone else to update it to RC3/final. Or, maybe, hopefully, I will have gotten out of this rut by then and started mapping again. I've been seeing a counselor and a therapist. I've been trying to improve. Maybe a massive timesink like mapping is what I need again in my life, something to distract me. I hope so, I miss you guys.

TL;DR: Barring huge technical difficulties, cp_sunshine_rc2 should be out tonight.

I'm sorry. I had no idea this map was even going to be liked after the second season, let alone be adopted in other leagues.
I left because of personal issues. Depression and suicidal thoughts and horrible anxiety. Not much has improved and I don't know if I'm ready to go back to doing anything tf2 related. I don't know if I'll ever fully be back.

However, I'm in college now, and even with my current mental state and workload I'm met with a lot of spare time. I've been mapping for the first time in over a month today. It... makes me feel a little better about myself. It almost gives me a purpose. It feels like I'm actually halfway decent at something.

I will be releasing cp_sunshine_rc2 sometime this evening, if there aren't huge technical issues that end up appearing. If the skybox water decides to work, which so far has been my main issue, I might be able to have it up before midnight tonight, EST. There won't be fancy pictures, there won't be a changelog, just know that what I detailed above and everything said in this thread has been fixed. Everyone, if you want me to fix something, please say it now. I don't know if I'm going to map any more after RC2. I might, I might not... I have two maps in early alpha right now that I almost want to push into playable versions, I just am so behind the loop nowadays I have no idea how to even get them tested anymore. I haven't played this game in over a month.

I hope this version works ok. I'm sorry for disappearing. I will try to keep myself updated with everything happening, and if it somehow makes it to a third ESEA season, or another season somewhere else, I might have to get someone else to update it to RC3/final. Or, maybe, hopefully, I will have gotten out of this rut by then and started mapping again. I've been seeing a counselor and a therapist. I've been trying to improve. Maybe a massive timesink like mapping is what I need again in my life, something to distract me. I hope so, I miss you guys.

TL;DR: [b]Barring huge technical difficulties, cp_sunshine_rc2 should be out tonight.[/b]
319
#319
13 Frags +

People like you are what keep this game moving forward. Thank you, Phi!

People like you are what keep this game moving forward. Thank you, Phi!
320
#320
8 Frags +

Forgot to add these to previous post. This will be (hopefully) quick fixes

http://puu.sh/bxHEl/23064851f5.jpg

Can get stuck on all of the corners on mid.

http://puu.sh/bxHOi/7b2468d7f8.jpg

If you put stickies behind this crate they can det through. Not sure if intended it seemed pretty annoying to get killed by it though imo.

http://puu.sh/bxHV6/30755679df.jpg

Box clips into wall a bit

http://puu.sh/bxI35/c5e55591b4.jpg

Corner clipping please

http://puu.sh/bxI7s/cb737eadca.jpg

Clipping on the other edge of this, maybe just remove that brush up to the overhang part so the details from the wall wrap around a bit smoother?

http://puu.sh/bxIjI/40056070c4.jpg

Grass going through stone texture, same thing happening on the side stairs to cafe @ mid

http://puu.sh/bxJ69/a9df3295b4.jpg

Stickies get stuck in air here.

Once again thanks for doing all you've done for the community by putting out maps, and I do hope you can return sometime but real life stuff should take precedence.

Forgot to add these to previous post. This will be (hopefully) quick fixes

[img]http://puu.sh/bxHEl/23064851f5.jpg[/img]
Can get stuck on all of the corners on mid.

[img]http://puu.sh/bxHOi/7b2468d7f8.jpg[/img]
If you put stickies behind this crate they can det through. Not sure if intended it seemed pretty annoying to get killed by it though imo.

[img]http://puu.sh/bxHV6/30755679df.jpg[/img]
Box clips into wall a bit

[img]http://puu.sh/bxI35/c5e55591b4.jpg[/img]
Corner clipping please

[img]http://puu.sh/bxI7s/cb737eadca.jpg[/img]
Clipping on the other edge of this, maybe just remove that brush up to the overhang part so the details from the wall wrap around a bit smoother?

[img]http://puu.sh/bxIjI/40056070c4.jpg[/img]
Grass going through stone texture, same thing happening on the side stairs to cafe @ mid

[img]http://puu.sh/bxJ69/a9df3295b4.jpg[/img]
Stickies get stuck in air here.

Once again thanks for doing all you've done for the community by putting out maps, and I do hope you can return sometime but real life stuff should take precedence.
321
#321
11 Frags +

Sunshine is in the rotation for the next ozfortress season. Good to see an update.

Sunshine is in the rotation for the next ozfortress season. Good to see an update.
322
#322
6 Frags +

Welcome back Phi! Awesome to hear you'll be finishing out this map. I decompiled the map this afternoon and spent the entirety of it running through this thread and trying to address all the issues that were reported. Check on the thread and you're back! It was good practice anyhow, I hope we get to see RC2 tonight.

Welcome back Phi! Awesome to hear you'll be finishing out this map. I decompiled the map this afternoon and spent the entirety of it running through this thread and trying to address all the issues that were reported. Check on the thread and you're back! It was good practice anyhow, I hope we get to see RC2 tonight.
323
#323
3 Frags +

Some minor technical hiccups occurring atm the map is very close to being finished. A few unplanned re-compiles occurred but it should be out soonish.

Some minor technical hiccups occurring atm the map is very close to being finished. A few unplanned re-compiles occurred but it should be out soonish.
324
#324
cp_sunshine, cp_cardinal
9 Frags +

cp_sunshine_rc2

DOWNLOAD

(if there is anything wrong or broken I apologize + will fix tomorrow ASAP)

thank you all for sticking with me through everything. one day soon I'm going to type a list of everyone who's ever helped me with this. I have so many people to thank.

No matter what happens with this map I'm glad I stuck with it. It was the most satisfying project I've ever had the pleasure to work on alongside this community. I can't believe it's been over a year since I posted the first alpha. 7 months since RC1A.

I think I'll keep mapping, at least for a little bit. Try to rekindle the old flames. Depression took (and still takes) a lot of spirit out of me, and I still have suicidal thoughts often, but maybe this is what I need to help myself get better. This and therapy.

This will be either the last or second-to-last version before cp_sunshine_final(1). I will stay in touch, maybe start playing this game again. Maybe work on new stuff in the meantime...

Godspeed, you all. I hope that one day I can release another map to be half as good as this one. It was one hell of a year.

https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-09-14_00001.jpg

[b]cp_sunshine_rc2[/b]

[url=https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_rc2.bsp.bz2]DOWNLOAD[/url]

(if there is anything wrong or broken I apologize + will fix tomorrow ASAP)

thank you all for sticking with me through everything. one day soon I'm going to type a list of everyone who's ever helped me with this. I have so many people to thank.

No matter what happens with this map I'm glad I stuck with it. It was the most satisfying project I've ever had the pleasure to work on alongside this community. I can't believe it's been over a year since I posted the first alpha. 7 months since RC1A.

I think I'll keep mapping, at least for a little bit. Try to rekindle the old flames. Depression took (and still takes) a lot of spirit out of me, and I still have suicidal thoughts often, but maybe this is what I need to help myself get better. This and therapy.

This will be either the last or second-to-last version before cp_sunshine_final(1). I will stay in touch, maybe start playing this game again. [size=10]Maybe work on new stuff in the meantime...[/size]

Godspeed, you all. I hope that one day I can release another map to be half as good as this one. It was one hell of a year.

[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2014-09-14_00001.jpg[/img]
325
#325
cp_sunshine, cp_cardinal
2 Frags +

Heyo!

rc3 is in the works. Hit up this thread with anything and everything you think is bad/sucks ass/needs to be fixed. Big things, little things, you name it. Anything that'd make the map more enjoyable to play and things that might get in the way of learning the map.

Health placement is crucial to feedback right now. I'm currently trying to figure out the balance between where health should be put - I don't think I should move anything around without the consent and agreement of the community first, though.

Cheers, let's make this map even better.

Heyo!

rc3 is in the works. Hit up this thread with anything and everything you think is bad/sucks ass/needs to be fixed. Big things, little things, you name it. Anything that'd make the map more enjoyable to play and things that might get in the way of learning the map.

Health placement is crucial to feedback right now. I'm currently trying to figure out the balance between where health should be put - I don't think I should move anything around without the consent and agreement of the community first, though.

Cheers, let's make this map even better.
326
#326
RGB LAN
3 Frags +
PhiHeyo!

rc3 is in the works. Hit up this thread with anything and everything you think is bad/sucks ass/needs to be fixed. Big things, little things, you name it. Anything that'd make the map more enjoyable to play and things that might get in the way of learning the map.

Health placement is crucial to feedback right now. I'm currently trying to figure out the balance between where health should be put - I don't think I should move anything around without the consent and agreement of the community first, though.

Cheers, let's make this map even better.

Sunshine will be week 2 in CEVO. Should I push it to much later in the season to give you ample time to update it?

[quote=Phi]Heyo!

rc3 is in the works. Hit up this thread with anything and everything you think is bad/sucks ass/needs to be fixed. Big things, little things, you name it. Anything that'd make the map more enjoyable to play and things that might get in the way of learning the map.

Health placement is crucial to feedback right now. I'm currently trying to figure out the balance between where health should be put - I don't think I should move anything around without the consent and agreement of the community first, though.

Cheers, let's make this map even better.[/quote]

Sunshine will be week 2 in CEVO. Should I push it to much later in the season to give you ample time to update it?
327
#327
cp_sunshine, cp_cardinal
0 Frags +
TheFragilePhiHeyo!

rc3 is in the works. Hit up this thread with anything and everything you think is bad/sucks ass/needs to be fixed. Big things, little things, you name it. Anything that'd make the map more enjoyable to play and things that might get in the way of learning the map.

Health placement is crucial to feedback right now. I'm currently trying to figure out the balance between where health should be put - I don't think I should move anything around without the consent and agreement of the community first, though.

Cheers, let's make this map even better.

Sunshine will be week 2 in CEVO. Should I push it to much later in the season to give you ample time to update it?

I haven't been receiving much feedback beyond what's already been said, so I might just spit out RC3 sooner than later. How soon, exactly, is that week from now? I have no idea how far away that is. I'd love to get feedback from the people who played it last season but I have no idea how to aggregate the people who actually have good any feedback

[quote=TheFragile][quote=Phi]Heyo!

rc3 is in the works. Hit up this thread with anything and everything you think is bad/sucks ass/needs to be fixed. Big things, little things, you name it. Anything that'd make the map more enjoyable to play and things that might get in the way of learning the map.

Health placement is crucial to feedback right now. I'm currently trying to figure out the balance between where health should be put - I don't think I should move anything around without the consent and agreement of the community first, though.

Cheers, let's make this map even better.[/quote]

Sunshine will be week 2 in CEVO. Should I push it to much later in the season to give you ample time to update it?[/quote]

I haven't been receiving much feedback beyond what's already been said, so I might just spit out RC3 sooner than later. How soon, exactly, is that week from now? I have no idea how far away that is. I'd love to get feedback from the people who played it last season but I have no idea how to aggregate the people who actually have [s]good[/s] any feedback
328
#328
RGB LAN
0 Frags +
PhiI haven't been receiving much feedback beyond what's already been said, so I might just spit out RC3 sooner than later. How soon, exactly, is that week from now? I have no idea how far away that is. I'd love to get feedback from the people who played it last season but I have no idea how to aggregate the people who actually have good any feedback

CEVO registration ends on Monday, November 23rd. The first week of matches will start on December 2nd. So, you'll have at least a month to work on things, possibly a bit longer.

[quote=Phi]
I haven't been receiving much feedback beyond what's already been said, so I might just spit out RC3 sooner than later. How soon, exactly, is that week from now? I have no idea how far away that is. I'd love to get feedback from the people who played it last season but I have no idea how to aggregate the people who actually have [s]good[/s] any feedback[/quote]

CEVO registration ends on Monday, November 23rd. The first week of matches will start on December 2nd. So, you'll have at least a month to work on things, possibly a bit longer.
329
#329
0 Frags +
TheFragilePhiI haven't been receiving much feedback beyond what's already been said, so I might just spit out RC3 sooner than later. How soon, exactly, is that week from now? I have no idea how far away that is. I'd love to get feedback from the people who played it last season but I have no idea how to aggregate the people who actually have good any feedback
CEVO registration ends on Monday, November 23rd. I'm not exactly sure when the first week of matches will be (probably the first week of December, because the week of November 23rd is Thanksgiving). So, you'll have at least a month to work on things, possibly a bit longer.

You mean the first regular season week, right?

[quote=TheFragile][quote=Phi]
I haven't been receiving much feedback beyond what's already been said, so I might just spit out RC3 sooner than later. How soon, exactly, is that week from now? I have no idea how far away that is. I'd love to get feedback from the people who played it last season but I have no idea how to aggregate the people who actually have [s]good[/s] any feedback[/quote]

CEVO registration ends on Monday, November 23rd. I'm not exactly sure when the first week of matches will be (probably the first week of December, because the week of November 23rd is Thanksgiving). So, you'll have at least a month to work on things, possibly a bit longer.[/quote]
You mean the first regular season week, right?
330
#330
cp_sunshine, cp_cardinal
7 Frags +

could I get a quick update on the status of the CEVO season? is it possible at all to move cp_sunshine back a few weeks? RC3 is taking a while to make, I'd prefer to have it released before it's played although I know this is such short notice. Regardless, the map will look so much nicer and play better, I hope you all will like the update.

EDIT: Thought I should CLARIFY why things are taking so long. I'm completely redetailing the last point from the ground up. I deleted and tore up everything that's not essential to gameplay. It will look a lot different from rc2 but play 90% the same.

Here's a sneak peek of rc3, of the last point being ripped apart and remade.

https://dl.dropboxusercontent.com/u/84556731/sunshine/Screenshot%202014-12-02%2020.57.48.png

Quite a tease, I know. :^)

could I get a quick update on the status of the CEVO season? is it possible at all to move cp_sunshine back a few weeks? RC3 is taking a while to make, I'd prefer to have it released before it's played although I know this is such short notice. Regardless, the map will look so much nicer and play better, I hope you all will like the update.

EDIT: Thought I should CLARIFY why things are taking so long. I'm completely redetailing the last point from the ground up. I deleted and tore up everything that's not essential to gameplay. It will look a lot different from rc2 but play 90% the same.

Here's a sneak peek of rc3, of the last point being ripped apart and remade.

[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/Screenshot%202014-12-02%2020.57.48.png[/img]

Quite a tease, I know. :^)
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