Grand Gulch

Grand Gulch a14

  • Finally got a skybox. there's also fog
  • Raised fence around pipes and far bridges
  • Removed stairs up to far bridges on computer room side
  • Removed fence on opposite side of far bridge where the stairs were to allow dropping down
  • Added props to left shelter, calling it the pipe room.
  • Added more ceiling joints to caves
  • Reduced width of signs
  • Ensured overlays work properly
  • Adjusted displacements
  • Increase area outside of courtyard
  • Increased length of canyon walls (Will disappear with render distance. How do I fix it or just make shadows render in skybox)


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  • Remove a bunch of crates from the right saferoom and courtyard outside of spawn
  • Add hydro treatment system, water barrels, a truck, and a mine head
  • Added spy-tech, chairs, security camera, and divider walls to right saferoom
  • Lowered level of detail on displacements
  • Added player clips and block bullets clip to lower plank bridges
  • Added support walls to tunnels
  • Tweaked area portals for increase proficiency

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  • Changed cap unlocked time to 20 seconds (Maybe now it will unlock)
  • Changed some displacement to have physical and hull collision
  • Added more displacement rock walls to lower level wall
  • Modified displacement of higher displacements walls
  • Modified displacements in the courtyard also with making the brushes underneath no-draws
  • Modified fences for more cover to the left exit from the shelter
  • Added pillars to the center building
  • Retextured outside of computer walls
  • Added more lights and detail to stairwell
  • Added some signs that will hopefully lead players away from the lower level. You can use it to catch your fall from the point and as the long way to ambush the enemy team from behind, but otherwise, you'd be wasting your time going to the lower level
  • Changed the big rock in the courtyard to a stack of crates
  • Rearranged the crate wall in the courtyard.
  • Remade the spawn houses to not have the diagonal walls and roofs
  • Added Area Portals to the spawn houses
  • Shrank the size of the courtyard's dead areas
  • Remade signs and added overlays to the "No Copy" Visgroup so they will be more consistent on future updates.
  • (3D skybox is coming soon).

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  • Made even more room in the spawn house, moving the spawn points closer to the center.
  • Thrown in some props and a decal in spawn house
  • Shift prop gates to other side bridge (or is it a catwalk)
  • Shifted land mass around gate to accompany this change
  • Added a BUNCH of displacement for the rock walls in the canyon and courtyard, retextured those rock walls
  • Added displacement of coal in center high ground
  • Added a pipe to the center
  • Enlarged warning signs
  • Retexture some computer room walls on outside of shelter to bricks / steel framing
  • Adjusted stairs in left shelter room
  • Added heal and ammo to tunnel connecting the two shelters and the courtyard

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This is a test big test. The practical two way doors around the map were intended to limit the about of ambushes from other sides, but mostly to slow down spawn campers. The doors funnel players from the other team into the center path only as the right side of the courtyard (the elevated area with the bridge) was the perfect perch to snipers. The courtyard has gone through lots of changes so I like to see if we can do away with the doors entirely.

  • Removed all practical two way doors
  • Added a railing wall to the left shelter room's elevated floor.
  • Added crates to the right shelter room
  • Modified company signs to be the same size with overlays
  • Added mounds of coal at window of center battlements for easy exits (mostly easier for the bots)
  • Modified lighting and textures
  • Added Bullet Block volumes to props that don't have collision
  • Widened stairs
  • Fixed Cap point prop
  • "Added an extension" to spawn house, players now spawn further into the house at an angle that shows both exits.
  • Changed particle one-way doors to have one trigger volume that closes the door when walking far enough away, and two that open the door.
  • Changed overlays to reflect the trigger volume location.
  • Changed second red wooden texture to brick texture.
  • Raised fence around spawn courtyard

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  • A quick texturing over dev textures
  • Replaced "Crates" with crate props
  • Replaced on stack of "crates" with rock prop
  • In the left exit from the spawn lobby, the hallway was enlarged into another room, with a prop elevator and another crate
  • Added more displacements on rock walls
  • Added more doorframes with player clipping
  • All doors on the sides open-way for opposing team and both ways for the matching team
  • Clip and prop settings changed to prevent sentry firing and stick bombs to stick
  • Added hazard tape overlay to the outside of said doors

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Swapped a wood textured out to prevent missing textures.
Guess I have nothing better to do than finish this map for a portfolio.
  • Added more lights
  • Remove players ability to fall into the pit in spawn lobby
  • Added more land under the bridge in spawn lobby with a locked gate and prop rocks
  • Added another "pile of crates" in spawn lobby
  • Added one way doors to both shelters on the left and right of cap, you can only exit the shelters onto the battlement bridge and enter through the chokepoints
  • Replace the other two doors with the gate prop for consistency\
  • Fixed an area that required crouching to pass
  • Raised one fence on left side (Red) for more cover
  • Fully connected fence on left side of inner bridge
  • Made fences on battlement bridges prop with less cover
  • Lower level bridge are just planks of wood
  • Added two pillars to lower level for more cover
  • Replace ramps in left stairwell with metal scaffolding stairs, remade coal pile in that room
  • Replaced seven other ramps with steps
  • Leveled coal pile on right side (Red) outside of shelter
  • Added detail to wall separating left and right battlement, making it thinner and wired in lower part
  • Added window to second floor of spawn house, second floor is still empty

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