Hey 'Lopers,
I wanted to give an update on my latest map now that we've got shiny new forums and the cool kids still use forums!
I noticed some cover placements have gaps (oops!), so I’ll be fixing those in the next compile and upload.
There’s a weird lighting issue near the T spawn that I can’t figure out—if anyone knows what might be causing it, feel free to share your wisdom!
I haven’t set up a soundscape or ambient sounds yet, but it’s on the to-do list.
Minimap creation will come someday, but honestly, the 3rd party tools for that seem like more than I can handle right now. It's an fy_ map, so it might not be a high priority for me.
For those unfamiliar, this map is a fresh take on the classic fy_ style.
CT Spawn: Located near the gates below the complex. They have direct access to a service tunnel running across the entire map. They can also push up the left and right slopes, both offering different routes that connect to the center.
T Spawn: The T's start on the high ground, giving them strong defensive options. They can hold the high ground with dynamic cover or use the low ground sewers to move unpredictably. The T's have more sniper positions, but both sides have at least one accessible sniper perch.
The map’s not quite finished yet, more like a pet project at this point that just keeps goins.—I’m considering adding a few more side paths, but I’d love to hear any suggestions or feedback!
-Penney
https://steamcommunity.com/sharedfiles/ ... chtext=fy_
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