About
The original map cp_gullywash was made by Jan "Arnold" Laroy
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
fixed
Last point shutter trigger now matches original.fixed
Fixed light emitting wrong color on last.improvement
Improved splash near second point.
cp_gullywash_f8
fixed
Fixed last point not changing color after a capture.fixed
Fixed alot of missing textures from final1 and texture misalignments.fixed
Fixed some floating props.improvement
Improved some blockbullets.
cp_gullywash_f7
fixed
Mid forward spawns having collision.fixed
Texture misalignments across the map.fixed
Height being two units too low in secret.fixed
Wall thickness outside forward spawn.improvement
Beam & pipe solidity changes.improvement
Removed the blocklights from the 2nd spawn doors that might have caused visibility issues.improvement
Removed collision from a few props in 1st spawn.improvement
Second forward to have the func_door be more representative of the actual prop.improvement
Adjusted clipping in bigdoor.added
Clipping ledges above main.added
Cabinet blockbullets.added
Some prop blockbullets near launchpad.
cp_gullywash_f5
fixed
The pillars outside 2nd shutter and forward spawn being too thick.fixed
Not being able to jump onto the lockers.fixed
Forward spawnpoints on mid.fixed
Spawnpoint order in last spawn.fixed
Several detailing inconsistencies with stock gullywash.improvement
Overly agressive prop fadeout distances that were due to decompiling.improvement
Clips and blockbullets around the map.reverted
Hiding spot above the second point is back, with a non-solid prop indicating where.reverted
Sticky trap under the planks on second balcony is back, with a grate texture for the splash to pass through.custom
Compiled with BSPReveal.
cp_gullywash_f4
fixed
Resolidified the metal fences outside spawn and in lobby.fixed
Highground next to choke being 4 unites too high by accident.fixed
The mid bush using the wrong model.fixed
Fence props blocking light.fixed
Several detailing inconsistencies with stock gullywash.fixed
Clipped a hiding spot on mid that was accidentally introduced in f1.fixed
A sniper angle where you could shoot through a stack of boxes on last.fixed
Clipped spot you could get stuck in if crouching on last.improvement
Several instances of clipping across the map, specifically in corners to allow for smoother movement.added
Sightline blocker from balcony, as you could camp spawndoors as sniper easily and barely be visible.added
Line decal across metal beam same height as the texture [useful for demomen rolling out]. If you can't see it use 'r_renderoverlayfragment 1'.reverted
Re-added hiding spot above the river window on 2nd as we didn't have a vote on it.removed
Solidity of wood planks & lamps on last point. They were solid due to a mistake.custom
Doubled the amount of lighting bounces in an effort to make the map brighter.
cp_gullywash_f3
fixed
Fixed some lighting and detailing inconsistencies.improvement
Improved clipping.
cp_gullywash_f2
fixed
Being able to hold the spawn door open.improvement
All lamps are nonsolid (except the ones on the fence on 2nd).improvement
All railings in playable areas are now nonsolid.improvement
Last ceiling is now functionally flat.improvement
Clipping everywhere.improvement
Skybox height is now the same everywhere on the map.improvement
Prop door frames swapped for brush door frames.improvement
Two shutter props replaced with brushes.improvement
Marked capture areas now accurately represent the control point trigger.improvement
All props and hiding spots are now mirrored.improvement
Gameplay to more accurately represent that of gully_final1.added
Blockbullets on most walls/surfaces.added
Additional areaportals.removed
Brushes of unplayable and invisible areas like behind the bigdoor shutter and inside the mid windows.removed
The hiding spot above the 2nd forward spawn.custom
Remade the map from scratch. Aligned everything to the hammer grid.custom
Water room is now more circular than before.
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