Gored

CP Gored rc1a

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puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
I added a slight bendiness to the mansion's top part, to give it more of a cartoonish look.
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I also tried to block off some of the skybox a bit more since many people pointed out that it was distracting.
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I am torn on whether I want to make a deathpit or not. I can't really find a good spot that sees travel from both teams equally. I also can't really put one under the control point since, unlike manor_event, there is not enough room to make it fair for RED team.

Took the words right out of my mouth. What an awesome friend.
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I still feel like the clock doesn't have much use in this map, and unlike every other event map this one is missing a boss fight of any type. Even harvest has ghosts.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Yeah, I don't think there's a great place for a pit. Maybe by changing A more dramatically you could work a pit in, but I don't think it's worth it.

You could place ghosts strategically in a/d. Or create traps.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
I built a deathpit for fun, and had it spit you out of the clock when you died (similar to the tower on helltower), which would also make the clock count up, until it reached midnight and some event happened.

Problems with that included:
1: the clock wouldn't count up even though the logic should make it work.
2: I couldn't find a good enough spot for the deathpit (though the room right outside B is okay if i removed props).
3: I couldn't decide on what event I wanted to happen once the clock reached midnight.

It was a nice learning experience though.
 

Anreol

L2: Junior Member
Feb 21, 2015
60
273
Maybe set the deathpit just below B, and add a healthpack (or move it) to be like Ghost Fort? But well, that means that you must remove the water, or well maybe not. But I think that everyone likes the water so its not possible
Also, if you select to do the pit, maybe the logic can work if you set a trigger at the end (Or at the middle or start, since some people suicide to don't waste time falling) so each time that a player goes trough it moves the clock.
And if it works, maybe just some spells can be fun. Since most of it are only 1 use, and will pass a lot of time until there is more spells (Like trainsawlaser)
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
I'm going to agree with the map not needing a death pit.
 

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Looking at http://heatmaps.tf/cp_gorge, it seems that the room right before A/under BLU's forward spawn gets a lot of traffic. I think that might be an interesting place to put a deathpit.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
In an experimental version of b6, I have a deathpit and the working clock concept I was talking about earlier. Skeletons spawn when the clock strikes midnight. The deathpit is located in the room right before Capture Point B. This room see a lot of BLU and RED.

So far its working great, both RED and BLU bots seem to fall down a lot in that area so I think it would be a good idea to keep it. Funny how I thought I would never add a deathpit, and now that I've tried it out I think I want to.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Updated to b6! I finished it yesterday and forgot to post here. Whoops.

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I removed the red rug and added a deathpit. You get spit out of the clock-face. There is also a new smaller clock at capture point B so anyone can see how close to midnight the clock is. Every death makes the clock count up one hour, and once midnight is reached, more skeletons spawn!

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I also added some more detail to this room because it was ugly.








And lastly, there is a hidden easter-egg room! Try to find it!
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Updooted to rc1.

Thank Mr. Skeltal, its finally over.


Notes:
-You can now shoot through railings.
-Small lighting changes.
-Small optimization changes.
-Small gameplay changes. (Point is now locked during skeleton event)
-Uhhh, other things that I've forgotten because this is all a blur to me now.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
RC1a

Minor update. The areaportal windows were bothering me, I needed to give them a further fade distance. I also added a few fade distances to more props, and some particles for the skeletons that spawn in at Capture Point B.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Well there's a fun fact I didnt need to know.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
So it seems that Valve has removed color correction from the game. This is sad for me personally since I spent hours trying to make the play space as bright as possible while making the ambient lighting super super dark(and spooky!). Its not just my map that was affected since the same is true on ghost fort (lakeside_event) which looks too bright (especially on the ceilings inside spawn). The deep contrast and dark cracks and crevices were what I thought made gorge_event unique stylistically.

I hope valve changes this back.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Maybe you could use this as an opportunity to update the map and give it some less dark shadows.