Difference between revisions of "Sunshine/zh-hans"

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{{update trans}}
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{{DISPLAYTITLE:Sunshine/艳阳海岸}}
 
{{Map infobox
 
{{Map infobox
   | game-type                 = Control Point
+
   | map-status                = community
   | file-name                 = cp_sunshine
+
  | map-game-type             = Control Point
   | map-image                = Sunshine main.jpg
+
   | map-file-name             = cp_sunshine
   | developer                = [http://steamcommunity.com/id/phideltatau Rebecca "phi" Ailes]<br>[http://steamcommunity.com/id/iiboharz/ Kimberly "iiboharz" Riswick]<br>[https://steamcommunity.com/id/seba079 Sebastian Grus]<br>[https://steamcommunity.com/id/fuzzymellow/ Mellowretro]<br>[http://steamcommunity.com/id/SedimentarySocks Tim "SedimentarySocks" BL]
+
   | map-image                = Sunshine main.png
   | map-health-pickups-small  = 10
+
  | map-released              = {{Patch name|7|7|2016}}
   | map-health-pickups-medium = 10
+
   | map-released-major        = Meet Your Match Update
   | map-ammo-pickups-small    = 4
+
  | map-stamp-link            = https://steamcommunity.com/stats/TF2/leaderboards/1363089
   | map-ammo-pickups-medium  = 14
+
   | map-pickups-health-small  = 9
   | map-bots = 1
+
   | map-pickups-health-medium = 10
 +
   | map-pickups-ammo-small    = 8
 +
   | map-pickups-ammo-medium  = 16
 +
   | map-has-bots             = yes
 
}}
 
}}
  
 
{{Quotation|'''Phi''' 谈到这张地图的设计|我对这个地图设计感觉很好。}}
 
{{Quotation|'''Phi''' 谈到这张地图的设计|我对这个地图设计感觉很好。}}
  
'''Sunshine(艳阳海岸)''' 是一张由“Phi”制作的社区贡献地图。这张地图是[[competitive/zh-hans|竞技模式]]以及ESEA, ETF2L和UGC比赛常客,其设计思路也是专注于6v6竞技。地图采用了标准5CP设计,即1中点、2次要点和2终点。每次向前占领一个点,其重生点也会向前推进。与一些人所认为的相反,“艳阳海岸”并不是直接受到其他5CP的启发,而是将第二控制点设定在一个塔型结构的顶部,其周围有两条小道可攀升到中心位置。
+
'''Sunshine'''是一张[[Steam Workshop/zh-hans|社区制作]]的[[Control Point (game mode)/zh-hans|控制点模式]]地图,该地图注重于[[Competitive (disambiguation)/zh-hans|竞技性]],其设计思路也是专注于 6v6 竞技。地图采用了标准 5CP 设计,即1中点、2次要点和2终点。每次向前占领一个点,其重生点也会向前推进。该地图是[[Community competitive play/zh-hans|竞技比赛]]的常客。
  
艳阳海岸于[[Meet Your Match Update/zh-hans|遇见你的对手更新]]被制作成官方地图,[[Scream Fortress 2015/zh-hans|尖叫要塞 2015]]中也有该地图的万圣节版本,名为[[Sinshine/zh-hans|罪恶海岸]]
+
Sunshine是被[https://steamcommunity.com/sharedfiles/filedetails/?id=454138250 投稿]到Steam创意工坊的作品。
  
== 地点 ==
+
== {{common string|Locations}} ==
 +
{{HelpfulOverviewNote}}
 
=== 控制点 3 ===
 
=== 控制点 3 ===
 
*'''钟楼''':钟楼作为中间控制点。它可以从前面和后面的开口进入。
 
*'''钟楼''':钟楼作为中间控制点。它可以从前面和后面的开口进入。
*'''第3重生室''':钟楼两侧各有一个重生室,当一方占领了第2或第4控制点时,该重生室就会变得可用。
+
*'''小屋''':钟楼区域的四个角落各有一个小木屋,可用作掩体。
 +
*'''巷子''':进入中央控制点区的其中一条路线,可由第二&四控制点区进入。
 +
*'''咖啡厅''':进入中央控制点区的另一条路线,该路线位于钟楼前/后方的一栋石质建筑内。
 +
*'''咽喉''':双方队伍进入中央控制点区的主要途径。
  
 
=== 控制点 2 & 4 ===
 
=== 控制点 2 & 4 ===
 
*'''灯塔''':每个队伍都有一个团队色灯塔,作为第2和第4个控制点。
 
*'''灯塔''':每个队伍都有一个团队色灯塔,作为第2和第4个控制点。
 
*'''狙击手平台''':灯塔后面是一个平台,可以作为狙击手的观察点。
 
*'''狙击手平台''':灯塔后面是一个平台,可以作为狙击手的观察点。
*'''第2重生室''':在灯塔的右边有一个第2重生室,占领控制点3以后便可以使用。
+
*'''楼梯间''':位于灯塔后方的是一个楼梯间,通往隧道。
 +
*'''木制仓库''':灯塔更后方是仓库,一座巨大的三叉分路建筑作为由第二/四控制点区进入最终控制点区的大门。
  
 
=== 控制点 1 & 5 ===
 
=== 控制点 1 & 5 ===
*'''重生室''':重生室有左右有两个出口。中间是单向玻璃,这样你就可以看到敌人在哪里。
+
*'''木箱''':控制点右边有一些桶和木箱作为掩体。
*'''导弹发射台'''
+
*'''墙''':导弹发射台后方有一堵可透视的玻璃墙。
 +
*'''导弹发射台''':最终和第一控制点的所在地。
 +
*'''高台''':控制点左边是一座可俯瞰整个最终控制点区的高台。
 +
<gallery>
 +
File:Sunshine main.png|从红队看向中点。
 +
File:Cp_sunshine 2.png|红队的第二控制点在灯塔中。
 +
File:Cp_sunshine 3.png|红队通向中点的左侧小路。
 +
File:Cp_sunshine 4.png|蓝队灯塔。
 +
File:Cp_sunshine 5.png|红队中点。
 +
File:Cp_sunshine 6.png|红队的通向第2控制点和终点的建筑物。
 +
</gallery>
 +
 
 +
== {{common string|Helpful overview}}{{anchor|Helpful overview}}==
 +
[[File:Sunshine overview with lines.png|left|Sunshine的位置|550px]]
 +
<big>1.小屋
 +
2.咖啡厅
 +
3.咽喉
 +
4.巷子
 +
5.狙击手平台
 +
6.楼梯间
 +
7.木制仓库
 +
8.高台
 +
9.墙及其后方区域
 +
10.木箱
 +
 
 +
蓝色/红色斜线:蓝队/红队第一出生点
 +
蓝色/红色双斜线:蓝队/红队第二出生点
 +
蓝色/红色带圈双斜线:蓝队/红队第三出生点
 +
 
 +
暗红色圆圈:位于中央的第三控制点
 +
黄色圆圈:位于灯塔的第2&4控制点
 +
绿色圆圈:位于导弹发射台的第1&5控制点</big>
 +
 
 +
{{clr}}
 +
== {{common string|Strategy}} ==
 +
{{main|Community Sunshine strategy/zh-hans|l1=社区 Sunshine 战术}}
 +
== 控制点占领时间 ==
 +
{{Control Point Timing/Official Map}}
 +
 
 +
== 更改日志 ==
 +
{{hatnote|这是地图添加到游戏之前的更改日志。}}
 +
{{Changelog|
 +
'''rc10'''
 +
* Blocked sightline from cafe to second
 +
* Raised said door 8u
 +
* Moved cover from cafe to mid in order to make standing on tetris unable to see players pushing through cafe
 +
* Moved and raised doorways exiting cafe in order to support pushing through more
 +
* Moved high ground next to lighthouse down by 48u, aligning it with the high exit from lobby
 +
* Extended out high exit from lobby to make fighting easier
 +
* Changed cover in flowers/valley in order to prevent players standing on fences, and seeing too much
 +
* Moved barrel arrangement on shutter door side of last back 32u
 +
* Raised fence between choke and second by 32u to block sightline
 +
* Opened up the wall between left and right lobby
 +
* Fixed visual glitch with one way windows in last spawn
 +
* Simplified cubbyhole in bottom lobby
 +
* Pushed upper side choke into last forward a bit, created new space for teams to play in – entrance is now closer to last
 +
* Extended fence next to upper side choke to ceiling to prevent players from standing on top
 +
* Major changes to shutter door side of last: if you enter shutter door, you can no longer be spotted from players in last and you have a safer entrance area around pack
 +
* Moved shutter door over significantly, eliminating line of sight from shutter into last
 +
* Shifted around geometry in shutter side lobby to better work with sightlines and encourage teams to use shutter side more
 +
* Filled in useless area that used to connect to what used to be secret
 +
* Edited displacements on mid to make the sightline under the church unusable
 +
* Added planks underneath church to make sightline under church from choke to choke unusable
 +
* Shortened openings on long sides of church to make visibility from shack more limited
 +
 
 +
'''rc9'''
 +
* reduced file size drastically (repacking!)
 +
* increased performance, optimization, and FPS across the map
 +
* can't stand on wooden palette on last to see over boxes into lobby anymore
 +
* clipping on structure behind last point refined
 +
* aligned texture on metal beams above last
 +
* changed all models/props_spytech/computer_wall03.mdl to *_wall04
 +
* added one wooden palette to block slim sightline from last spawn
 +
* moved medium ammo on low ground on last back to old spot
 +
* refined displacements on mid
 +
* removed two lights at flower in valley
 +
* removed shadows on wood doors
 +
* removed benches right outside of spawn
 +
* clipped off a hiding spot in lobby
 +
* extended high platform in valley towards mid slightly
 +
* added box near high platform in valley to allow {{Botignore|scouts}} to jump
 +
* widened wooden ramp up to mid platform slightly
 +
* expanded high ground next to lighthouse slightly
 +
* filled in gap underneath wooden stairs next to mid forward spawn
 +
* fixed a case where you could see the nodraw side of a brush
 +
* extended the high ground near the staircase near choke on last by about 48 u
 +
* fixed spectator cam on BLU last being linked to the RED last point instead of BLU
 +
* added spectator cameras on second
 +
* removed props in scaffolding under roof in lower lobby (above the healthkit used in rollout)
 +
* removed tiled “brick” props on blu side near flowers and mid
 +
* removed unnecessary brushwork on ceiling through cafe
 +
* removed garbage props in cafe
 +
* removed smaller arch doorway detail bits nearby pack on second and in flowers
 +
* detailed the mid building some more – everything is blockbulleted and clipped, don't worry
 +
* optimization pass, lots of hinting
 +
* massive prop fade pass
 +
* lighting changeups, less blinding whites now
 +
 
 +
'''rc8 (from rc7)'''
 +
* removed double door
 +
* instead, made it a single thin door
 +
* pushed entrance point back a little bit
 +
* eliminated sightlines to shutter
 +
* lifted box up to protect against sightline that went over it
 +
* added barrel on side of prop pile in order to prevent the corner sightline
 +
* moved boxes in tile room over a slight bit to prevent sightline from spawn
 +
* Tyler’s door, aka the small door situated at 45° off of tile room, has been moved slightly
 +
* spawn changes
 +
* moved resupply cabinets forward slightly
 +
* angled doors perpendicular to the large wall on last rather than parallel
 +
* lowered right door, staircase is now outside spawn instead of inside
 +
* one-way windows à la snakewater
 +
* eliminated secret
 +
* subtly changed capzone on last
 +
* removed computers you could stand on behind last
 +
* fixed teleporter bugs
 +
* extensive clipping pass and prop clippings
 +
* extensive fps improvements, will not be perfect but it will run better than rc7
 +
* occluders optimized
 +
* hint brushes worked on extensively
 +
* more prop fades
 +
* prop optimization - removing certain poly-heavy props and various little clutter
 +
* streamlined various roof edges
 +
* fixed many texture bugs and lighting errors
 +
* no more spinning lighthouse
 +
* polish
 +
* deer
 +
 
 +
'''rc1a'''
 +
* fixed cubemaps
 +
* various little things
 +
 
 +
'''rc1'''
 +
* Added new route to last, removed a route
 +
* Hopefully made the announcer work
 +
* Slight HDR
 +
* 3d skybox
 +
* Made valley less complex
 +
* No more rocks
 +
* Simplified bloating custom textures a little
 +
* Optimization
 +
* General fixes here and there and here and there
 +
* More secret deer
 +
 
 +
'''b2'''
 +
* reworked lots of little tiny areas
 +
* expanded lobby
 +
* smoothed various portions of the map
 +
* better clipping
 +
* more optimization
 +
 
 +
'''b1'''
 +
* Detailed the entire map
 +
* Rearranged various health pickups
 +
* Added gully-like 'secret' area to last
 +
* Expanded platform on side of last
 +
* Changed geometry of lots of areas in general
 +
* Tons of custom content (and deer)!
 +
 
 +
'''a7'''
 +
*REMADE SECOND
 +
*detailing
 +
*tons of other little things
 +
 
 +
'''a4b'''
 +
* 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
 +
 
 +
'''a3'''
 +
* changed mid entirely
 +
* more OoB architecture
 +
* changed lobby a bit
 +
* added paths and ramps to previously inaccessible places
 +
* tons of little other things
 +
 
 +
'''a2'''
 +
* detail sprites and alpha painting
 +
* a little tighter choke between mid and 2nd
 +
* a little brighter indoor areas
 +
* marked capzones
 +
* various little things
 +
* signs
 +
 
 +
'''a1'''
 +
* made the map. wheeeee}}
 +
 
 +
== {{common string|Update history}} ==
 +
'''{{Patch name|7|7|2016}} #1''' ({{update link|Meet Your Match Update}})
 +
* 地图 Sunshine 被添加到游戏中。
 +
 
 +
'''{{Patch name|8|16|2016}}'''
 +
* 更新 {{code|cp_sunshine}} 以修复一些碰撞问题。
 +
 
 +
'''{{Patch name|10|12|2016}}'''
 +
* 对第二&四控制点的旋转楼梯处做了[[vdc:Tool textures|Blockbullet]]处理。
 +
* 将中型弹药包添加至到中点的小道。
 +
* 移除了从山谷进入第二个木拱门的碰撞体积。
 +
* 缩小了木拱门的尺寸。
 +
* 对最终控制点的几处楼梯做了Blockbullet处理。
 +
* 移除终点的梯子。
 +
 
 +
'''{{Patch name|10|21|2016}}'''
 +
* 修复了地图{{code|cp_sunshine}}丢失素材的问题。
 +
 
 +
 
 +
== {{common string|Trivia}} ==
 +
*有一些鹿的剪贴画存在地图的各个角落,它们同样可以在地图[[Cauldron/zh-hans|Cauldron(闹鬼魔锅)]]上发现
 +
== {{common string|Gallery}} ==
 +
<gallery>
 +
File:Sunshine Workshop image.jpg|Sunshine的Steam创意工坊宣传图
 +
</gallery>
 +
== {{common string|See also}}==
 +
* [[Process/zh-hans|Process(高山工业基地)]]
 +
* [[Sinshine/zh-hans|Sinshine(罪恶海岸)]]
 +
{{MeetYourMatch Update Nav}}
 +
{{Maps Nav}}

Latest revision as of 17:20, 22 February 2024


Sunshine
Sunshine main.png
基本信息
种类: 控制点
文件名: cp_sunshine
发布时间: 2016年7月7日补丁
棋逢对手更新
地图变种: 万圣节系列
开发者: Rebecca "phi" Ailes
Kimberly "iiboharz" Riswick
Sebastian "Seba" Grus
Mellowretro
Tim "SediSocks" Brown Lees
地图物品
Healthico.png 医疗包: Smallhealth.png ×9  •  Mediumhealth.png ×10
Ammoico.png 弹药盒: Smallammo.png ×8   •   Mediumammo.png ×16
地图俯视图
Sunshine overview.png
地图邮票
Item icon Map Stamp - Sunshine.png
支持者排行榜
我对这个地图设计感觉很好。
Phi 谈到这张地图的设计

Sunshine是一张社区制作控制点模式地图,该地图注重于竞技性,其设计思路也是专注于 6v6 竞技。地图采用了标准 5CP 设计,即1中点、2次要点和2终点。每次向前占领一个点,其重生点也会向前推进。该地图是竞技比赛的常客。

Sunshine是被投稿到Steam创意工坊的作品。

位置

:如果你无法找到下方列出的位置,你可以向下滚动到辅助俯瞰图板块,以查看它们在地图上所标记的确切位置。

控制点 3

  • 钟楼:钟楼作为中间控制点。它可以从前面和后面的开口进入。
  • 小屋:钟楼区域的四个角落各有一个小木屋,可用作掩体。
  • 巷子:进入中央控制点区的其中一条路线,可由第二&四控制点区进入。
  • 咖啡厅:进入中央控制点区的另一条路线,该路线位于钟楼前/后方的一栋石质建筑内。
  • 咽喉:双方队伍进入中央控制点区的主要途径。

控制点 2 & 4

  • 灯塔:每个队伍都有一个团队色灯塔,作为第2和第4个控制点。
  • 狙击手平台:灯塔后面是一个平台,可以作为狙击手的观察点。
  • 楼梯间:位于灯塔后方的是一个楼梯间,通往隧道。
  • 木制仓库:灯塔更后方是仓库,一座巨大的三叉分路建筑作为由第二/四控制点区进入最终控制点区的大门。

控制点 1 & 5

  • 木箱:控制点右边有一些桶和木箱作为掩体。
  • :导弹发射台后方有一堵可透视的玻璃墙。
  • 导弹发射台:最终和第一控制点的所在地。
  • 高台:控制点左边是一座可俯瞰整个最终控制点区的高台。

辅助俯瞰图

Sunshine的位置
1.小屋
2.咖啡厅
3.咽喉
4.巷子
5.狙击手平台
6.楼梯间
7.木制仓库
8.高台
9.墙及其后方区域
10.木箱
蓝色/红色斜线:蓝队/红队第一出生点
蓝色/红色双斜线:蓝队/红队第二出生点
蓝色/红色带圈双斜线:蓝队/红队第三出生点
暗红色圆圈:位于中央的第三控制点
黄色圆圈:位于灯塔的第2&4控制点
绿色圆圈:位于导弹发射台的第1&5控制点

战术

主条目: 社区 Sunshine 战术

控制点占领时间

控制点 玩家人数
控制点 1 和 5 ×1
4 .600
×2
3 .067
×3
2 .509
×4
2 .208
控制点 2 和 4 ×1
14 .000
×2
9 .333
×3
7 .636
×4
6 .720
控制点 3 ×1
22 .000
×2
14 .667
×3
12 .000
×4
10 .560


更改日志

这是地图添加到游戏之前的更改日志。
更改日志:

rc10

  • Blocked sightline from cafe to second
  • Raised said door 8u
  • Moved cover from cafe to mid in order to make standing on tetris unable to see players pushing through cafe
  • Moved and raised doorways exiting cafe in order to support pushing through more
  • Moved high ground next to lighthouse down by 48u, aligning it with the high exit from lobby
  • Extended out high exit from lobby to make fighting easier
  • Changed cover in flowers/valley in order to prevent players standing on fences, and seeing too much
  • Moved barrel arrangement on shutter door side of last back 32u
  • Raised fence between choke and second by 32u to block sightline
  • Opened up the wall between left and right lobby
  • Fixed visual glitch with one way windows in last spawn
  • Simplified cubbyhole in bottom lobby
  • Pushed upper side choke into last forward a bit, created new space for teams to play in – entrance is now closer to last
  • Extended fence next to upper side choke to ceiling to prevent players from standing on top
  • Major changes to shutter door side of last: if you enter shutter door, you can no longer be spotted from players in last and you have a safer entrance area around pack
  • Moved shutter door over significantly, eliminating line of sight from shutter into last
  • Shifted around geometry in shutter side lobby to better work with sightlines and encourage teams to use shutter side more
  • Filled in useless area that used to connect to what used to be secret
  • Edited displacements on mid to make the sightline under the church unusable
  • Added planks underneath church to make sightline under church from choke to choke unusable
  • Shortened openings on long sides of church to make visibility from shack more limited

rc9

  • reduced file size drastically (repacking!)
  • increased performance, optimization, and FPS across the map
  • can't stand on wooden palette on last to see over boxes into lobby anymore
  • clipping on structure behind last point refined
  • aligned texture on metal beams above last
  • changed all models/props_spytech/computer_wall03.mdl to *_wall04
  • added one wooden palette to block slim sightline from last spawn
  • moved medium ammo on low ground on last back to old spot
  • refined displacements on mid
  • removed two lights at flower in valley
  • removed shadows on wood doors
  • removed benches right outside of spawn
  • clipped off a hiding spot in lobby
  • extended high platform in valley towards mid slightly
  • added box near high platform in valley to allow scouts to jump
  • widened wooden ramp up to mid platform slightly
  • expanded high ground next to lighthouse slightly
  • filled in gap underneath wooden stairs next to mid forward spawn
  • fixed a case where you could see the nodraw side of a brush
  • extended the high ground near the staircase near choke on last by about 48 u
  • fixed spectator cam on BLU last being linked to the RED last point instead of BLU
  • added spectator cameras on second
  • removed props in scaffolding under roof in lower lobby (above the healthkit used in rollout)
  • removed tiled “brick” props on blu side near flowers and mid
  • removed unnecessary brushwork on ceiling through cafe
  • removed garbage props in cafe
  • removed smaller arch doorway detail bits nearby pack on second and in flowers
  • detailed the mid building some more – everything is blockbulleted and clipped, don't worry
  • optimization pass, lots of hinting
  • massive prop fade pass
  • lighting changeups, less blinding whites now

rc8 (from rc7)

  • removed double door
  • instead, made it a single thin door
  • pushed entrance point back a little bit
  • eliminated sightlines to shutter
  • lifted box up to protect against sightline that went over it
  • added barrel on side of prop pile in order to prevent the corner sightline
  • moved boxes in tile room over a slight bit to prevent sightline from spawn
  • Tyler’s door, aka the small door situated at 45° off of tile room, has been moved slightly
  • spawn changes
  • moved resupply cabinets forward slightly
  • angled doors perpendicular to the large wall on last rather than parallel
  • lowered right door, staircase is now outside spawn instead of inside
  • one-way windows à la snakewater
  • eliminated secret
  • subtly changed capzone on last
  • removed computers you could stand on behind last
  • fixed teleporter bugs
  • extensive clipping pass and prop clippings
  • extensive fps improvements, will not be perfect but it will run better than rc7
  • occluders optimized
  • hint brushes worked on extensively
  • more prop fades
  • prop optimization - removing certain poly-heavy props and various little clutter
  • streamlined various roof edges
  • fixed many texture bugs and lighting errors
  • no more spinning lighthouse
  • polish
  • deer

rc1a

  • fixed cubemaps
  • various little things

rc1

  • Added new route to last, removed a route
  • Hopefully made the announcer work
  • Slight HDR
  • 3d skybox
  • Made valley less complex
  • No more rocks
  • Simplified bloating custom textures a little
  • Optimization
  • General fixes here and there and here and there
  • More secret deer

b2

  • reworked lots of little tiny areas
  • expanded lobby
  • smoothed various portions of the map
  • better clipping
  • more optimization

b1

  • Detailed the entire map
  • Rearranged various health pickups
  • Added gully-like 'secret' area to last
  • Expanded platform on side of last
  • Changed geometry of lots of areas in general
  • Tons of custom content (and deer)!

a7

  • REMADE SECOND
  • detailing
  • tons of other little things

a4b

  • 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

a3

  • changed mid entirely
  • more OoB architecture
  • changed lobby a bit
  • added paths and ramps to previously inaccessible places
  • tons of little other things

a2

  • detail sprites and alpha painting
  • a little tighter choke between mid and 2nd
  • a little brighter indoor areas
  • marked capzones
  • various little things
  • signs

a1

  • made the map. wheeeee

更新历史

2016年7月7日补丁 #1 (棋逢对手更新)

  • 地图 Sunshine 被添加到游戏中。

2016年8月16日补丁

  • 更新 cp_sunshine 以修复一些碰撞问题。

2016年10月12日补丁

  • 对第二&四控制点的旋转楼梯处做了Blockbullet处理。
  • 将中型弹药包添加至到中点的小道。
  • 移除了从山谷进入第二个木拱门的碰撞体积。
  • 缩小了木拱门的尺寸。
  • 对最终控制点的几处楼梯做了Blockbullet处理。
  • 移除终点的梯子。

2016年10月21日补丁

  • 修复了地图cp_sunshine丢失素材的问题。


细枝末节

画廊

另见