Grand Gulch

Grand Gulch a14

  • Added more displacement, flatted existed displacement
  • Added temp textures.
  • Replaced a bridge with two pipes (for aesthetic).
  • Added a tunnel from one doorway to another in the transitional cave. from spawn to the shelter.
  • Increased the width of said transition cave.
  • Added bridge between sides under the cap.
  • Shorted the distance between the cap and the two stairways that lead from the underpass to the main floor.
  • Moved the left one-way door into the left shelter, rather than the stairwell.
  • Added two full health packs in the underpass

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To test things out, I'm made two big changes.
  1. The entrances to the shelter rooms on both sides of the canyon, connected by a bridge, has been closed off. The bridge now has ramps leading to the control point.
  2. The doors added in the previous update has been made one way to the opposite team. The opposite team can still enter the courtyard outside of spawn but only through the center entrance. Players of the same team, matching the side color, can use this as a two way door. These two doors are marked with a "No trespassing" sign.
Additional, a third door was added to spawn house.
Sections of the map has been made with displacements.
More walls were added to the court yard.
The high ground in the court yard was moved away from the front spawn door.
Ceiling has been raised in multiple rooms.

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The spawn room and courtyard outside of spawn has been changed. Fences now prevent early easy falling into pits. An extinction with a second door has been made to the spawn house leading to the left exit from the courtyard. A cliff drop now make a one way drop from the left side to the right side of the courtyard (unless you enter the spawn house or you explosive jump).
Doors have been added to the left exit into left shelter and the right exit into the right stair well, which leads into the right shelter.
The cliffside walk way under cap point now have bridges that can catch players that fall into the above hole, and it's slightly higher to reduce fall damage.
More chain fence replace the random crouch walls surrounding cap point.
the ditch before the cap point is deeper for more cover
another ditch has been added to the other side of the wall dividing the left and right side of the cap.
Folded out doors now block players from shooting from the vantage point in the center of the map.
A window has been added to the vantage point in the center of the map to let both parties on either side of the wall see each other. This will lead to more frequently destroyed engineers nests.
The center hallway from the left and right shelter has been widen, making trips to and from spawn will be slightly longer, but could lead to more middle ground battles.

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After feedback, I have added a lower path under the bridge, hugging the cliffside. I also added an upper path in the center where players can drop in for an ambush. There's also more lights, deeper death pits, higher ceilings, and more cover, especially on the bridges.

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Yeah, that last map wasn't good, so I reexamined the basics I tried taking the same premise in a smaller, less busy form.

The control point is still in the middle of the gulch but the wide sides on ether end is shorten. There's a divide between one exit and the other. There is now just a house with windows in a open court yard for the spawn. That one bridge that was the long way to the control point is part of the previously mention court yard. The lighting is default brighter for now. The bottomless pit is just a dirt texture. Aside for the necessary, there are no props.

Hope this works better, and it not, it will be easier to make changes.

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