PL Sunshower

Unh3lpful

L2: Junior Member
May 6, 2015
95
50
High above Cactus Canyon, push the cart inside the final RED bunker through the SUN SHOWER along the precarious cliff-side.


The Tale
In a last ditch escape from constant BLU cart bombings, RED has fled and hidden in their mountain top bunker towering over Cactus Canyon below. Impenetrable from external missiles, BLU must push the cart within to blow it up from the inside through the SUN SHOWER.

Credits
Thanks to A Boojum Snark for prefabs and his mapping resource pack.
First stage partly inspired by pl_sandsnake by Uncuepa and pl_cactuscanyon by Valve.
Finale partly inspired by cp_theory by tyler.

Known Bugs
  • Temporary lighting - very bright.
  • Forward spawns not working.
  • Rock walls have a non-suiting texture for the theme.
 
Last edited:
Nov 2, 2010
355
1,048
From the screenshots it looks a tad underscaled. Some of those indoor environments will be fiddly to move around in and you would probably benefit from making it all a bit bigger.

Also Sunshower sounds like a euphemism. :p
 
Oct 6, 2008
1,947
445
Also Sunshower sounds like a euphemism. :p

Well he could have called it pl_golden_*** but then the map would have to have a completely different geometry style and probably would be worth it in the long run.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
No offence, but what on God's green earth were you thinking when you made this?

czs6Zsd.jpg
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
What is this? A map for ants?
 

LeNitrous

L2: Junior Member
Feb 11, 2015
57
10
I experienced underscaling in my maps. It would be a good example of 256 units height for a room.
 

Unh3lpful

L2: Junior Member
May 6, 2015
95
50
No offence, but what on God's green earth were you thinking when you made this?

czs6Zsd.jpg

I wanted to make it flush on the bottom, so I couldn't move it down anymore. Clearly I though that an unseen area being flush is top priority.
 

Unh3lpful

L2: Junior Member
May 6, 2015
95
50
But where is the CP Explosive Exportation ?

I was having lots of trouble compiling due to sloppy brushwork, which was also making it hard to fix problems. Also, the entire map design lended itself to awful sightlines. That's why I made this, with a focus on solid consistent brushwork.
And the name was bad.

---

UPDATED TO A2:
  • Scaled up bunker one.
  • Added bridge and cover after C.
  • Deepened pit at C.