Gavle

PL Gavle B4

Crash

func_nerd
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Mar 1, 2010
3,349
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Crash submitted a new resource:

Gavle - The Gavle Goat must burn

cppl_gavle, intended to be a two-stage map, the first being control point and the second being payload.

Based around the Swedish city of Gavle and their official tradition of building a giant wicker goat for the holidays, and the unofficial tradition of burning it to the ground.

Currently only the first stage is built

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Salithin

L1: Registered
Apr 21, 2023
5
2
omg crash hi!!!!
 

Attachments

  • smart.jpg
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SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
Oh hey, this map!

I saw your post about picking away at this a few months back somewhere. Maybe it was Twitter, or the discord? Can't recall, but it's gnarly to see this finally playtest-ready!
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
533
802
I really like this concept! can't wait to see what the giant goat model looks like.
 

Crash

func_nerd
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Mar 1, 2010
3,349
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Crash updated Gavle with a new update entry:

A2

Changelog:
Narrowed down last a bit and streamlined the routes on either side of it, especially for defenders
Added some health and ammo all over the map
Adjusted cover around last
Fixed being able to build in blue spawn
New sewer flank route added for Red with a one way door, dumps out next to the A point
New drop down sewer route for Red going onto the A courtyard to give them another way of pushing that direction if its being held
Added a new platform and ramp next to the first capture...

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Crash

func_nerd
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Mar 1, 2010
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Crash updated Gavle with a new update entry:

A3

Changelog:
Entirely rebuilt back flank route going from A to B from the lower sewer route
Reduced cover on new defender platform next to A
Improved cover for defenders on B, especially for a sentry hold next to the cap zone
Added hatch and gate that closes the new drop down route going from B to A on capture, removing a route for defenders to get around attackers, also added a kill trigger for anyone stuck inside of it. Eventually will be more themed to the map. Because it's funny.
Adjusted...

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Crash

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Mar 1, 2010
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Crash updated Gavle with a new update entry:

A4

Changelog:
Dramatically adjusted spawn times for blu
Added new door that opens after A is captured
Added more time on cap of A
Added a few drop downs that limits red's access to routes going into A
Added new walkway on B with doorway
Added new ramp route coming off Blu's longer flank into B
Added new access way going to upper area above A
Widened upper area above A
Adjusted health and ammo a bit
Reduced cap times
Some other stuff, I dunno, do I look like I know what I'm doing?

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Crash

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Mar 1, 2010
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Crash updated Gavle with a new update entry:

more stuff and things

Changelog:
Added custom team colored flat dev textures to help new players know where to go/ which territory generally belongs to which team
Adjusted cover around last to benefit defense more
Removed clipping over roof covering the flank route exit on second
Slightly adjusted cap times lower (this seems to be a trend)
Slightly reduced Red's spawn time after first capture
Tweaked some small geometry things to improve map flow

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Crash

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Mar 1, 2010
3,349
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Crash updated Gavle with a new update entry:

Oops a5a

A5a:
Fixed Red's spawn timer after A, which I broke with the previous update
Added ramp coming out of Red spawn onto B, and new doorway leading into the capture zone, this should help make it harder to push into Red spawn for Blu, and direct them up towards the point faster.
Fixed the displacement seam I forgot for 2 updates

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Crash

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Mar 1, 2010
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Crash

func_nerd
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Mar 1, 2010
3,349
5,524
Crash updated Gavle with a new update entry:

A8

Changelog:
Redid the back flank area behind the first cap of the second stage, opening it up and simplifying it much more
Widened path leading to the building that houses the first cap of stage 2 (part of the above changes)
Added some slight high ground on last of stage 2, favoring red, on the water side.
Removed some of the cover on last of stage 2, opening it up a bit more.
Added new rotation path to retreat from the back flank going into last on stage 1 featuring VENT GAMEPLAY, dropping...

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Crash

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Mar 1, 2010
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ArtZ

aa
Sep 15, 2022
93
17
The cart does not follow the direction of motion for this section of track on the second capture point, and the point prop does not change its skin after capture.

20241018142543_1.jpg
20241018142554_1.jpg

On last, the cart suddenly faces backwards here and when it reaches the end its physics go nuts trying to turn around again. Also I am unsure if the final cap hologram is supposed to be visible or not.
440_1524.jpg
 

Crash

func_nerd
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Mar 1, 2010
3,349
5,524

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524