cp gullywash f9

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

f9

03/06/2022
  • fixed
    Fixed cubemaps.
cp_gullywash_f9

f8

28/05/2022
  • 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

f7

18/03/2022
  • 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

f6

20/01/2022
  • fixed
    Fixed cubemaps.
cp_gullywash_f6

f5b

17/01/2022
  • fixed
    Fixed lockers being non solid.
cp_gullywash_f5b

f5a

14/01/2022
  • fixed
    Fixed shutter on second being stickable
cp_gullywash_f5a

f5

04/01/2022
  • 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

f4b

19/11/2021
  • fixed
    Pipe properly solid now.
cp_gullywash_f4b

f4a

27/9/2021
  • fixed
    Cubemaps.
cp_gullywash_f4a

f4

24/09/2021
  • 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

f3

04/02/2021
  • 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

f2

10/01/2021
  • fixed
    Fixed some lighting and detailing inconsistencies.
  • improvement
    Improved clipping.
cp_gullywash_f2

f1a

30/11/2020
  • fixed
    Fixed cubemaps
cp_gullywash_f1a

f1

29/11/2020
  • 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.
cp_gullywash_f1
Last
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Second
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Mid
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Spawn
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Last
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Last
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Secret
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Water
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River
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River
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River
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Lobby
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Lobby
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Lobby-Main
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Lobby-Lower
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Second
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Second
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Spawn
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Big Door
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Choke
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Banana
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Banana
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Under Mid
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Spawn
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