Suijin

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Suijin
Suijin main.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Japanese cliffside
Setting: Daylight, sunny
Hazards: Pitfall

Suijin is an arena community-created map set on a Japanese cliffside shinto shrine to Suijin, the god of water in Japanese mythology.

The map focuses heavily on rooftop combat and clipping is very lenient. One of the mottos when making this map was "clip only if you have to," so areas like the far off islands, the roof tops, hiding spots are free game.

Suijin was the first map made with the Japan Content Pack.

The map was initially created as an arena map, but it was the King of the Hill version which ended up being featured in the game.

A portion of the money made from the sales of the Gun Mettle Campaign Pass goes to the authors of the map.

Overview of Suijin. (With interiors)
Overview of Suijin. (With exteriors)

Locations

  • Temple Tower: At the center of the map is a large tower that houses the control point inside. The tower is open on three ends on ground level, and has a second level that can only be accessed from the rooftops.
  • Calligraphy Temples: On the mountainside by the waterfalls are two team oriented temples. Both temples contain a medium Health and Ammo kit, as well as a small Health kit between them. Also between them is a bridge to the control point.
  • Rooftops: All of the rooftops of the temples are accessible and can serve as a shortcut, or a tactical advantage. Access to the rooftops can be achieved by: Climbing from the plank ramp near each team's calligraphy temple, from the cliffside temple's second floor, or by Rocket jumping/Sticky jumping.
  • Cliffside Temple: At the edge of the cliff is a temple with two medium Health kits in it. There are three ways to the temple: From a bridge at the side of the CP tower over the cliff, or from the team's side jumping across some precarious rocks. The temple has a second floor that can be used as a shortcut to the CP tower.
  • Far islands: Past the edge of the cliff are two small rock islands. Jumping classes can reach them, but engineers can't build on them.

Gallery

Control point timing

Control Point Multiplier Seconds
Control Point ×1
24 .000
×2
16 .000
×3
13 .091
×4
11 .520


Update history

Changelog:

rc2:

  • Made the banners on the walls in the pagoda nonsolid to prevent being caught on them.
  • Fixed a case of zfighting.
  • Fixed a case of floating rocks.
  • Clipped the peak of the roof outside spawn.

rc1:

  • Release version 1!
  • Fixed broken cap point.
  • Fixed texture seam on skybox waterfalls.
  • Clipped some beams.
  • Lowered the pitch of the gongs.
  • Bamboo!

b3:

  • Further optimisation
  • Redid the 3D skybox
  • Did some extra detailing to the cap room, changed the detailing (especially OOB) on red side versus blue side.
  • Various other bugfixes.

b2:

  • Thousands of bugfixes;
    • fixed nodraw surfaces
    • fixed weird clipping in a few places
    • fixed light bleeds
    • fixed waterfall particles
    • fixed various zfighting issues
    • brighened some areas
    • fixed lightmap and displacement seams
    • fixed places you can get stuck
    • fixed magical katanas
    • fixed some weird clipping on the terraced path.
  • Extended fence on the cliff to make it clear that it's clipped
  • Some optimisation, a litle improvement in FPS (up to 40% in some areas), but probably the best I can do.

b1:

  • Full artpass, however
    • 3d sky needs more work
    • waterfall particles broke for some reason
    • optimisation needed
    • some lighting bugs
  • Made the pagoda square

a8 桜 edition:

  • Made the platform out the back of the cliffside building a little bigger.
  • More caustics.
  • Brightened the cliffside building.
  • Brightened the area under the waterfall.

さくら

  • Unclipped the far stone pillar, I see no reason why it should be clipped as getting out there is putting you at a disadvantage and consistency is better than clipping.

a7:

  • Swapped the small health in the cliff building with the medium health.
  • Nobuilded rooves due to popular opinion.
  • Players are blocked from leaving spawn until round start.
  • More detailing.
  • Remade the cliffside building.

a6:

  • Modelled bridges.
  • Added a railing to the platform with the medium health - doesn't actually protect anything, but hopefully is a visual notifier to the fact that the platform is there.
  • Some displacing and some detailing, and some displaced detailing.
  • Caustics!

a5:

  • Made the back waterfall and area under the boardwalk passable, just so there are no arbitary clipping.
  • Nobuilded the area below the waterfall.
  • Changed the back building so that players cannot hide behind the point of the roof.
  • Sunk the point a little.
  • Added small health to the cliff building.
  • Welcome camera and a spectator point.

a4:

  • Removed the fence that blocked the sightline down the back of the map, replaced it with some rocks that block the route instead.
  • Prettied up some bridges.
  • Added areaportals to all the buildings.
  • Repositioned the rocks near the inland ramp to the rooves so that the ramp is far more visible.

a3:

  • Some more ammo.
  • Switched the medium health and medium ammo below, hopefully indirectly nerfing the height of the map.
  • Added another waterfall, because waterfalls are cool.
  • Modelled Torii's.

a2:

  • Changed the rock near the back of the map so it doesn't hide the ramp up to the roof as much.
  • Removed force from kill trigger.
  • Stairs are clipped!
  • Fixed the place where you could get stuck.
  • Blocked a sight gap.
  • Added a fence to block one of the longest sightlines.
  • Added a rock on the rock formations over the gorge that allows other classes to jump back up towards the long building (albeit slowly.)

Soundscapes.

  • Clipped the windows in the cliffside building.

a1: Release.

Bugs

  • This map has multiple spots where Engineers can either create Teleporter traps and trap their teammates, or teleport them to locations that are otherwise unreachable without sentry jumping. All can be seen in this video.
    • There is a spot near the RED spawn, to the left of the main entrance to the point, in between the right-arrow sign and bamboo sticks, where Engineers can create a teleporter trap. Anyone who takes it will be stuck between the bamboo sticks and the sign, and the only way to escape is to kill oneself.
    • If flown by either an enemy Demoman's stickybombs or via sentry jumping, Engineers can reach a ledge far to the right of their spawn. Anyone teleported there can only escape via killing themselves.
    • If wrangled from the right spot, Engineers can be flown to one of two rock pillars that are a distance away from the main map. As with all teleporters that lead to these type of locations, the only way to escape is to kill oneself by either falling off the pillars or manually killing oneself.

Trivia

  • Suijin (水神) means "water god" in Japanese.
  • A Samur-Eye can be found in the supply locker.
  • Inside both team's spawns are big signs that spell their team's color in Japanese. '赤', meaning red, and '青', meaning blue.
  • If a player shoots or hits the gong in their spawn, it will make a loud sound. However, the gongs around the rest of the map do nothing when attacked.

Gallery

See also

External links