Sunshine

CP Sunshine rc9

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phi

aa
Nov 6, 2011
832
1,815
Head over to this map's teamfortress.tv page for downloads and mirrors!

cp_sunshine:

A 5cp map that uses a simple but effective layout to encourage fluid pushing and quick fights between points.

As played in:
ESEA 6v6
ETF2L 6v6
ETF2L Highlander
UGC 6v6
UGC Highlander
OzFortress 6v6

Thanks to:
JoshuaC for the round metal stair model on second.
The Bulletcrops Project for window models and various textures.
Honeymustard for the BLU rocket models.
Freyja for ultrawide screenshots.

teamfortress.tv, ESEA, UGC, and ETF2L for testing.
Smyther for excellent feedback and theory-crafting.
Nightwatch for feedback and encouragement.
Tyler for clipping and general feedback.
Freyja for visual feedback.
Sel for detail help.
Valeria for testing.
Badlands for its "open choke" ideas.
Super Mario for the name.
 
Last edited:

colacan

L5: Dapper Member
Apr 14, 2012
235
85
Last point reminds me of the citadel in some way, awesome.
 

Phenol

L1: Registered
Jan 13, 2013
24
11
I really like the last pic, with the incredibly high ceiling. Don't know how it'll play though.
 

phi

aa
Nov 6, 2011
832
1,815
a2: https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_a2.bsp.bz2

changelog:
- detail sprites and alpha painting
- a little tighter choke between mid and 2nd
- a little brighter indoor areas
- marked capzones
- various little things
- signs
- idk what to do for last lobby just yet but hopefully testing will tell

screenies:
2013-08-16_00001.jpg

2013-08-16_00002.jpg

2013-08-16_00003.jpg

2013-08-16_00004.jpg

2013-08-16_00005.jpg

2013-08-16_00006.jpg
 

phi

aa
Nov 6, 2011
832
1,815
CP_SUNSHINE_A4B Released!

Download: https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_a4b.bsp.bz2

Changelog:
- 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

SCREENSHOTS!
2013-09-03_00001.jpg

2013-09-03_00002.jpg

2013-09-03_00003.jpg

2013-09-03_00004.jpg

2013-09-03_00005.jpg

2013-09-03_00006.jpg

2013-09-03_00007.jpg
 

mint onion

L3: Member
Jul 18, 2013
101
45
just wanted to say i had a lot of fun playing this map. you might be able to see some of the fun i had in the demo.

it felt as though i spent most my time in the final room and the halls that lead into it. i was able to push out a few times and push the point back but i almost wish i hadn't been able to. it felt like the team we were playing against were much better and should have been able to finish the job as quickly as they had pushed forward.

i feel like there is more good than bad in your map and i look forward to seeing where you take it.
 
Mar 23, 2010
1,872
1,696
can i make an xmas snowy version with candycane 2nd point when its done??
 

phi

aa
Nov 6, 2011
832
1,815
i'm thinking of changing the name of the map

what name do you guys like better: cp_sunshine or cp_brunswick
i think the first one might have a little more ring to it but the second one best describes the theme/location i'm gunna go for

can i make an xmas snowy version with candycane 2nd point when its done??

provided I don't completely change the area again and you can find some ungodly way that will make it make some sort of sense... then maybe