Sunshine

CP Sunshine rc9

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Yellow

L1: Registered
Sep 10, 2014
24
34
So rc9 is the expected final version of the map? Wow, can't believe this was started all the way back in 2013. Sure hope valve adds it in, especially since we have sinshine in already.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
There's been one issue with rc9 found so far.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Many maps are nice, no map is perfect.
20160601114436_1.jpg

While the overall clipping is decent, there are some issues. You can jump on edges of these boxes.

20160601114153_1.jpg

Maybe make here so instead of a flat clipbrush? Will feel way more natural imo, this is too deep for just a brush.

20160601114249_1.jpg

Maybe this problem is just mine, but the glass here renders quite weirdly.

20160601114643_1.jpg

These crates in the lower route fade out before they aren't seen (espically the left one).

20160601114126_1.jpg
20160601114125_1.jpg

Two of trees fade out for some purposes unknown to me.

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A nodraw seen. Also below the fov there is a fence. It's there for smoother movement, yes, but it still looks like it's put here for no real purpose.

20160601114512_1.jpg

I see the continuation of the coast underwater, but the water just clips this rock off, like it ends just there, not fades out like the coast.

20160601114810_1.jpg

Minor: you're rendering at least one unseen face, if it's displacement, and quite a bunch, if it's not.

20160601115041_1.jpg

Low lightmap resolution here.

20160601114334_1.jpg

This corner is not clipped. The opposite is.

20160601115000_1.jpg

These bottoms should've been nodrawed, I believe.
Well, that's almost all I noticed, but recheck clipping, it's not perfect in some else places. Also some minor lighting issues.
I enjoyed just running through the map with hud off, it's actually beautiful. I think I will use some of layout elements in my own map if I don't scrap it.
 

phi

aa
Nov 6, 2011
832
1,815
The first version of this map was posted August 10, 2013. So much has changed since then. Who would have thought, 3 years later, that the map would be one of my crowning achievements and would end up in game with the OFFICIAL matchmaking update that everyone has been excited for years for.

This project has been a constant throughout my life for the last 3 years and I am just so pumped to have one of my biggest dreams realized. So excited for you all to play it.
 

phi

aa
Nov 6, 2011
832
1,815
Also for anyone interested: ALL THE CUSTOM CONTENT USED IN CP_SUNSHINE IS NOW STOCK.

Yes. STOCK. This means every bit of content (including the deer!) is now in the .vpks and available for any mapper to use.

Note: there's much more beyond the props_sunshine assets... but I'm not spoiling it. Look around, you'll find some... new stuff.

I'll get a list made sometime soon. (See below.)
 
Last edited:

phi

aa
Nov 6, 2011
832
1,815
Here is an exhaustive list of custom content used in Sunshine.

Materials -

brick/brickwall002d
brick/brickwall002e
brick/brickwall002f
brick/shalewall001a
brick/shalewall001b
brick/shalewall001c
brick/shalewall002a
brick/shalewall002b
brick/shalewall002c
coastal/oceanfade
concrete/stonestair001
medieval/cobblewall001
metal/metaltrack002 (hue shifted version of metaltrack001)
metal/reck_metalgrate011a (edit of stock metalgrate011a to make explosions not pass through)
metal/reck_metalgrate013a2 (edit of stock metalgrate013a2 to make explosions not pass through)
signs/sign037_fix (a fixed version of sign_037, which had an incorrectly made alpha channel)
tile/slateroof001
tools/toolsblockbullets2 (a version of Block Bullets which doesn't need to be func_detailed to not cut vis)

Models -

props_frontline/dumpster
props_frontline/flowerpot
props_frontline/stone_window_deco
props_frontline/window001
props_frontline/window_rounded
props_frontline/window_shutter
props_frontline/wood_display
props_foliage/tree_pine01_4cluster_skybox (this is a Valve model which was simply recompiled scaled down by 16 to fit the 3d skybox)
props_sunshine/arch_large01
props_sunshine/arch_large02
props_sunshine/arch_small01
props_sunshine/arch_small02
props_sunshine/arch_window01
props_sunshine/curvestairs01a
props_sunshine/lighthouse_blu_bottom
props_sunshine/lighthouse_blu_skybox
props_sunshine/lighthouse_red_bottom
props_sunshine/lighthouse_red_skybox
props_sunshine/lighthouse_top_skybox
props_sunshine/bell001
props_sunshine/cafe_chair001
props_sunshine/cafe_table001
props_sunshine/deer_cutout001
props_sunshine/lamppost001
props_sunshine/wall_lamp001
props_recompiled/rocket002_recompile (this is a Valve model which was recompiled to include the BLU skin, which was excluded from the official files for some reason)
props_recompiled/rocket002recompiled_skybox (this is a Valve model which was recompiled to include the BLU skin, which was excluded from the official files for some reason)
 
Dec 28, 2014
330
307
Also for anyone interested: ALL THE CUSTOM CONTENT USED IN CP_SUNSHINE IS NOW STOCK.

Yes. STOCK. This means every bit of content (including the deer!) is now in the .vpks and available for any mapper to use.
It's interesting that Valve decided to outright buy Sunshine, Metalworks and Swiftwater instead of using a campaign pass funds to buy the rights to use it like all the maps last year. Did Valve say anything to you about why they made the change back to buying maps?

It will be interesting to see if they stick with buying maps or go back to the campaign pass system in the next big update.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Judging by how huge the download was, I'd figured they had added the whole damn Bulletcrops pack.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
By the way, did you have to update it with a competitive winner's arena room? Did they tell you how to set that up correctly?
 

GroundCode_

L1: Registered
Jan 6, 2016
31
31
Ussually I'm not a fan of control point maps, but I really enjoy playing on Sunshine (and Vanguard). Mid is my favorite btw, I r8 gr8 m8! :p
 

Snowshoe

L2: Junior Member
May 16, 2012
53
125
CglDlAD.jpg

These roof textures (i'm guessing tile/slateroof001) don't have mipmaps, which causes a lot of noisy aliasing at a distance.
 

Pinsplash

bad bad bad
May 8, 2016
156
71
didn't this map use to have a lot of angled hints? i remember you told me in the steam chat days that when you gave valve sinshine's vmf they saw the hints and they were like "is this really needed?"