Sunshine/艳阳海岸

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地图Sunshine还拥有其它版本,其中包括万圣节系列
Sunshine
Sunshine main.jpg
基本信息
地图变种: 万圣节系列
开发者: {{{map-developer}}}
地图俯视图
Sunshine overview.png
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ESEA,ETF2L,和UGC赛事的常用地图。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是被投稿到Steam创意工坊的。

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 To the left of the Missile platform (from defending team side) is an elevated platform that overlooks the point.

辅助俯瞰图

Sunshine的位置
1.S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


地图更改日志

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

  • Blockbulleted spiral staircase on the back of second.
  • 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。
  • Blockbulleted a few undersides of staircases on last that could catch projectiles.
  • 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