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Sunshine main.png
Basic Information
Map type: Control Point
File name: cp_sunshine
Released: July 7, 2016 Patch
(Meet Your Match Update)
Variants: Sinshine
Developer(s): Rebecca "phi" Ailes
Kimberly "iiboharz" Riswick
Sebastian "Seba" Grus
Tim "SediSocks" Brown Lees
Map Items
Healthico.png Health Kits: Smallhealth.png ×9  •  Mediumhealth.png ×10
Ammoico.png Ammo Boxes: Smallammo.png ×8   •   Mediumammo.png ×16
Map Overview
Sunshine overview.png
Map Stamp
Item icon Map Stamp - Sunshine.png
Supporters Leaderboard
I'm feeling good about this layout.
Phi about map layout

Sunshine is a community-created Control Point map. It is competitive focused, and was designed with 6v6 in mind. It features the standard 5CP layout with a mid, two seconds, and two lasts, with forward spawns for each point beyond mid owned. It is often played in Community competitive play.

Sunshine was contributed to the Steam Workshop.


Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.

Control Point 3

  • Bell Tower: A large bell tower is in the middle of the map, below this bell tower is the middle control point.
  • Shacks: On each of the four corners of the Bell Tower are small wooden shacks that can be used as cover.
  • Valley: One of the ways to get to the middle control point is to go through the Valley, a relatively open area that leads from the second and the fourth control point to the middle one.
  • Cafe: Another way to reach control point 3 is to head through the Cafe, a large stone buildings which are in front and behind the Bell Tower.
  • Chokepoints: The main entrance to the middle point for both teams.

Control Point 2 & 4

  • Lighthouse: The control points 2 & 4 are positioned inside the lighthouse, on its first floor.
  • Platforms:On the left of the Lighthouse (or the right when looking from the attacking team perspective) is a wooden platform that leads into the Valley.
  • Staircase: Just behind the Lighthouse is a set of stairs that lead down to the tunnel.
  • Wooden Warehouse: Further behind the Lighthouse is the Warehouse, a giant three-story structure that acts as a gate from the last point to the second/fourth one and reverse.

Control Point 1 & 5

  • Missle platform: This is the location of the 1./5. control point.
  • Elevation: To the left of the Missile platform (from defending team side) is an elevated platform that overlooks the point.
  • Crates: On the right of the capture point is a set of barrels and crates.
  • Wall: There is a chain-link fence just behind the Missile Platform.

Helpful overview

Sunshine's locations
7.Wooden Warehouse 
9.Wall and the area behind it
Red/blue diagonal lines: Red/Blu first spawn
Red/blue double diagonal lines: Red/Blu second spawn
Red/blue double diagonal lines w/ a circle: Red/Blu third spawn
Dark red circle: Third/middle point and the Bell Tower
Yellow circles: Second/fourth points and the Lighthouse
Green circles: First/fifth points and the Missile Platform


Main article: Community Sunshine strategy

Control point timing

Control Point Multiplier Seconds
Control Point 1 and 5 ×1
4 .600
3 .067
2 .509
2 .208
Control Point 2 and 4 ×1
14 .000
9 .333
7 .636
6 .720
Control Point 3 ×1
22 .000
14 .667
12 .000
10 .560


This is the changelog of the map before it was added to the game.


  • 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


  • 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


  • fixed cubemaps
  • various little things


  • 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


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


  • 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)!


  • detailing
  • tons of other little things


  • 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


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


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


  • made the map. wheeeee

Update history

July 7, 2016 Patch #1 (Meet Your Match Update)

  • Sunshine was added to the game.

August 16, 2016 Patch

  • Updated cp_sunshine to fix some clipping issues.

October 12, 2016 Patch

  • Blockbulleted spiral staircase on the back of second.
  • Added medium ammo to mid near choke.
  • Removed clipping over wooden arch going into second from valley.
  • Reduced the size of the wooden arch.
  • Blockbulleted a few undersides of staircases on last that could catch projectiles.
  • Removed a ladder on last.

October 21, 2016 Patch

  • Fixed a missing material issue on cp_sunshine.


  • There are several deer cutouts hidden throughout the map. They can also be seen on the map Cauldron.


See also