Gored

CP Gored rc1a

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puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
I think Valve should've contacted Puxorb by now if they wanted to use it in their update.







....Or have they?


I dream about it every night, but alas, they have not. Maybe they are waiting for me to finish? Maybe I should contact them...
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Don't bother sitting down because you'll just spook yourself when you see this:
B3 is out and spookier than ever!



-HDR (my spooky eyes, no!)
-Color Correction (my spooky eyes, yay!)
-Detailed Spawnrooms! You can hide in the elevators! Spooky Screenshot
-The Clocktower now goes "CLUNK CLUNK CLUNK" when you capture the first control point and bats fly everywhere! (spook level: 99)
-Tons of spooky props like ghosts and spiderwebs!



So download it today! Just be careful not to trip over any body parts!
Oh, and don't spook yourself. :eek:hmy:









Check OP for new screenshots and description.
 
Last edited:

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
Hey, loving the map, it's super cool

I've got two points I want to bring up really:

1) your shadow_control is facing the wrong direction
2) boost your light_environment ambient by like 200. There are pitch black sections of the map (such as under first cap) and it just feels so wrong.

Brilliant work!
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
After 1 year I have a new version.

I skipped over B4 because I made so many changes and that was the version I sent to friends and a tf2maps member. (Thanks tyler)

B5 has too many things changed for me to remember or even write a change-log, but the lighting and props are different and the file-size is 5mb smaller despite the map being more detailed.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Sexy. If it's at all possible, make the railings inside the buildings non-solid and place clip brushes over them.

You could probably go ahead and put this on the workshop, even if clipping items and RED spawn aren't finished.
 

yoseph

L1: Registered
Apr 28, 2015
18
2
If gorge wasn't already good enough! I found a spot where you can get stuck if you get knocked up there as a class without explosive jumps or you're not a scout. http://imgur.com/4BV8MgA

Nice job, I really like the small gameplay tweaks, allowing access to the roof and opening that door into the upper area. Can't wait to camp that bottom health pack with the Neon Annihilator ;)
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Hot damn, that looks sexy. Can you get on the roof via that ladder on the 2nd last screenshot?
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
You might want to use "detail/detailsprites_viaduct_event" as the detail material file, since all of the grass detail sprites in the map are bright green instead of beige.

Otherwise, this map is freakin' smashing.
 

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
I like it. However, I feel like the area around BLU spawn feels to industrial. Also, point B has no spectator camera. Other than that, it's perfect.
 

tyler

aa
Sep 11, 2013
5,102
4,621
You might want to use "detail/detailsprites_viaduct_event" as the detail material file, since all of the grass detail sprites in the map are bright green instead of beige.

Otherwise, this map is freakin' smashing.
I actually kinda like it like this, it's a nice contrast and makes it feel a little more like early fall.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Until that comment I had no idea you could even change detail sprites. If someone has a tutorial I would love to see it.

Does it require packing a file into the map?
 

tyler

aa
Sep 11, 2013
5,102
4,621
It's in Map Properties near the skybox thing. These are the ones you can use. No packing. Your VMT needs to have the detail prop it uses specified, so you might need to make a custom blend texture. The ABS pack puts little circles on the textures so you can see what sprites they can use.

There's also _swamp sprites which are a dark green.
 

Sedos

L1: Registered
Jan 2, 2014
1
1
There's a couple spots on B where a soldier or demo can go to and hide or peek over the walls. They're on the beams way above on either side. You can also stand on top of a lot of the doorways and hide. Don't know if they are intended, but it could have an effect on how it plays.

other than that, I really like it. Looks really nice and I always enjoy playing a/d gorge.
 

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