cp gullywash f9
About

The major changes in this version were focused on the playability of the map itself whilst maintaining the gameplay aspect intact. Much of our work has been the same as our first project -- Improving collision by fixing stairs, doorways, slopes, lights, railings, and ceilings to be consistent. Additionally, we made sure to align the map to the hammer grid and fix its horrendous asymmetry issues that will allow us to work on the map with more ease in future versions.
Update History
- fixedFixed cubemaps.
- fixedLast point shutter trigger now matches original.
- fixedFixed light emitting wrong color on last.
- improvementImproved splash near second point.
- fixedFixed last point not changing color after a capture.
- fixedFixed alot of missing textures from final1 and texture misalignments.
- fixedFixed some floating props.
- improvementImproved some blockbullets.
- fixedFixed cubemaps.
- fixedFixed lockers being non solid.
- fixedFixed shutter on second being stickable
- fixedMid forward spawns having collision.
- fixedTexture misalignments across the map.
- fixedHeight being two units too low in secret.
- fixedWall thickness outside forward spawn.
- improvementBeam & pipe solidity changes.
- improvementRemoved the blocklights from the 2nd spawn doors that might have caused visibility issues.
- improvementRemoved collision from a few props in 1st spawn.
- improvementSecond forward to have the func_door be more representative of the actual prop.
- improvementAdjusted clipping in bigdoor.
- addedClipping ledges above main.
- addedCabinet blockbullets.
- addedSome prop blockbullets near launchpad.
- fixedPipe properly solid now.
- fixedCubemaps.
- fixedThe pillars outside 2nd shutter and forward spawn being too thick.
- fixedNot being able to jump onto the lockers.
- fixedForward spawnpoints on mid.
- fixedSpawnpoint order in last spawn.
- fixedSeveral detailing inconsistencies with stock gullywash.
- improvementOverly agressive prop fadeout distances that were due to decompiling.
- improvementClips and blockbullets around the map.
- revertedHiding spot above the second point is back, with a non-solid prop indicating where.
- revertedSticky trap under the planks on second balcony is back, with a grate texture for the splash to pass through.
- customCompiled with BSPReveal.
- fixedResolidified the metal fences outside spawn and in lobby.
- fixedHighground next to choke being 4 unites too high by accident.
- fixedThe mid bush using the wrong model.
- fixedFence props blocking light.
- fixedSeveral detailing inconsistencies with stock gullywash.
- fixedClipped a hiding spot on mid that was accidentally introduced in f1.
- fixedA sniper angle where you could shoot through a stack of boxes on last.
- fixedClipped spot you could get stuck in if crouching on last.
- improvementSeveral instances of clipping across the map, specifically in corners to allow for smoother movement.
- addedSightline blocker from balcony, as you could camp spawndoors as sniper easily and barely be visible.
- addedLine decal across metal beam same height as the texture [useful for demomen rolling out]. If you can't see it use 'r_renderoverlayfragment 1'.
- revertedRe-added hiding spot above the river window on 2nd as we didn't have a vote on it.
- removedSolidity of wood planks & lamps on last point. They were solid due to a mistake.
- customDoubled the amount of lighting bounces in an effort to make the map brighter.
- fixedFixed some lighting and detailing inconsistencies.
- improvementImproved clipping.
- fixedFixed cubemaps
- fixedBeing able to hold the spawn door open.
- improvementAll lamps are nonsolid (except the ones on the fence on 2nd).
- improvementAll railings in playable areas are now nonsolid.
- improvementLast ceiling is now functionally flat.
- improvementClipping everywhere.
- improvementSkybox height is now the same everywhere on the map.
- improvementProp door frames swapped for brush door frames.
- improvementTwo shutter props replaced with brushes.
- improvementMarked capture areas now accurately represent the control point trigger.
- improvementAll props and hiding spots are now mirrored.
- improvementGameplay to more accurately represent that of gully_final1.
- addedBlockbullets on most walls/surfaces.
- addedAdditional areaportals.
- removedBrushes of unplayable and invisible areas like behind the bigdoor shutter and inside the mid windows.
- removedThe hiding spot above the 2nd forward spawn.
- customRemade the map from scratch. Aligned everything to the hammer grid.
- customWater room is now more circular than before.