Sunnyside

TD Sunnyside rc2

SwaggyZeal

L1: Registered
Jul 30, 2018
40
30
SwaggyZeal updated Fried Egg with a new update entry:

tc_friedegg_a2

a2 changes
-Added signage for ease of navigation
-Adjusted alcove beside A spawn room
-Lowered scaffolding in C connector
-Adjusted C spawn room and platform
-Added raised balcony beside C
-Adjusted routes from A to C
-Added new route from A to valley to remove a dead end
-Removed full healthkit from drop and replaced it with a new medium health and ammo in new A route
-Added platform outside A lower route
-Adjusted clipping on B pillars
-Added ramp to allow easier traversal between upper...

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SwaggyZeal

L1: Registered
Jul 30, 2018
40
30
SwaggyZeal updated Fried Egg with a new update entry:

tc_friedegg_a2b

-Moved various health and ammo packs to more suitable locations
-Remade B shack to get rid of lighting errors
-Flipped staircase on A for ease of navigation
-Renovated building outside C
-Added platform and doorway beside C point
-Fixed signage to be more intuitive
-Adjusted C choke
-other minor changes I may have forgotten but can't remember

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SwaggyZeal

L1: Registered
Jul 30, 2018
40
30
SwaggyZeal updated Fried Egg with a new update entry:

tc_friedegg_a3

After months of inactivity I've finally gotten around to updating that map of mine. Here's a massive list of the changes because I cataloged all of them and you cannot stop me from posting them.
-Adjusted Every Health and Ammo on B and C points
-Reworked C main choke to be more fun and open
-Reworked C house route with new shack building and pathing
-Added playable building near C point to make for a more interesting point
-Adjusted lighting around the map to make the map overall brighter...

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SwaggyZeal

L1: Registered
Jul 30, 2018
40
30
SwaggyZeal updated Fried Egg with a new update entry:

ooooooooo

-Adjusted a bunch of health and ammo across the map/removed some
-Adjusted displacements at B
-Added new A > B connector / route
-Adjusted center building/shutter entrance
-Changed theme to something more akin to Lumberyard to help brighten the map
-Added new route on B
-Put trees everywhere
-Added colors to buildings to help differentiate the areas and color code them (sry colorblind ppl)
-Cut off a few sniper sight lines people may or may not have been abusing
-Moved A spawn building back...

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Plainz

L4: Comfortable Member
Apr 13, 2020
169
75
there is a bunch of lighting problems all around the map, if you didn't compile with -StaticPropLighting and -StaticPropPolys i recomend recompiling with these parameters, as a last resort can always try seting up info_lighting for certain props if the above settings won't help.
i like the artpass a lot but light_environment felt a bit too bright.
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SwaggyZeal

L1: Registered
Jul 30, 2018
40
30
there is a bunch of lighting problems all around the map, if you didn't compile with -StaticPropLighting and -StaticPropPolys i recomend recompiling with these parameters, as a last resort can always try seting up info_lighting for certain props if the above settings won't help.
i like the artpass a lot but light_environment felt a bit too bright.

Thank you for telling me I accidentally did the wrong compile before uploading it cause I caught something after I took all the screenshots it should be fixed now (unless I make the same mistakes twice).
 

Plainz

L4: Comfortable Member
Apr 13, 2020
169
75
now i think you forgot to compress the map since previous version was 23 mb and this one is 88 mb :chord:
 

SwaggyZeal

L1: Registered
Jul 30, 2018
40
30
now i think you forgot to compress the map since previous version was 23 mb and this one is 88 mb :chord:
It's... a process. I'll fix that in a bit... and before I upload the fix I'm going to make sure I don't make a 3rd error in a row.
 
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