Refresh: cp_gullywash

Refresh: cp_gullywash f9

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Refresh: cp_gullywash f9

Significant streamlining changes to cp_gullywash_final1 primarily aimed at competitive


teamfortress.tv thread

"Refresh" is a series aimed at making maps more suitable for competitive TF2. We took the opportunity to use our experience to fix the issues with map geometry as well as minor aesthetic and performance improvements. We humbly invite you to try out these changes and offer your feedback, so that together we are able to increase the quality of the competitive map pool.

This version of cp_gullywash has hundreds of small changes which significantly improve competitive suitability and ease of mapping.

Changes include, but not limited to:
  • All lamps are nonsolid (except the ones on the fence on 2nd).
  • All railings in playable areas are now nonsolid. (Including next to spawn, and in the lobby next to the pack, and also the wooden handrail on 2nd.)
  • Improved clipping everywhere.
  • Added block bullets on most walls/surfaces.
  • Skybox height is now the same everywhere on 2nd.
  • Skybox height is now the same everywhere on the map.
  • Prop door frames swapped for brush door frames.
  • Two shutter props replaced with brushes.
  • You can’t hold the spawn doors open.
  • Last ceiling is now functionally flat.
  • Marked capture areas now accurately represent the control point trigger.
  • Remade the map from scratch. Aligned everything to the hammer grid.
  • Added additional areaportals.
  • Removed brushes of unplayable and invisible areas like behind the big door shutter and inside the mid windows.
  • All props and hiding spots are now mirrored.

The original map cp_gullywash was made by Jan "Arnold" Laroy.
Author
Collaide
Downloads
4,947
Views
4,947
First release
Last update
Category
Capture Points

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Latest updates

  1. F9

    F8 Changelog: Last point shutter trigger now matches original. Improved splash near second point. Fixed light emitting wrong color on last. Minor visual & aesthetic fixes F9 Changelog: Fixed cubemaps. All credit goes to Bereth & hondjo & me...
  2. F7 Update

    F7 Changelog: Improved some blockbullets. Fixed last point not changing color after a capture. Fixed alot of missing textures from final1 and texture misalignments Fixed some floating props All credit goes to Bereth & Hondjo for this update...
  3. f6

    Changelog: Fixed lockers being non solid. Fixed cubemaps. Changes missing from the F5 changelog: Updated func_door in cap 2 forward to be more representative of the prop_dynamic. Tweaked the func_door in cap 2 so you can't hold up your own teams...