Grand Gulch

KotH Grand Gulch a14

Mightymudkip

L1: Registered
Jul 13, 2019
34
3
Grand Gulch - A bridge over a gulch, between two mines built into the rock face

Well, starting from scratch.

Here we have two mining operations built into the cliffside, connected up a few bridges over a gulch.

Let's see if you guys like it.
 

Mightymudkip

L1: Registered
Jul 13, 2019
34
3
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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Mightymudkip

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Jul 13, 2019
34
3
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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Mightymudkip

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Jul 13, 2019
34
3
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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Mightymudkip

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Jul 13, 2019
34
3
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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Mightymudkip

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Jul 13, 2019
34
3
  • 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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Mightymudkip

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Jul 13, 2019
34
3
Guess I have nothing better to do than finish this map for a portfolio.
  • Added more lights
  • Remove players ability to fall into the pit in spawn lobby
  • Added more land under the bridge in spawn lobby with a locked gate and prop rocks
  • Added another "pile of crates" in spawn lobby
  • Added one way doors to both shelters on the left and right of cap, you can only exit the shelters onto the battlement bridge and enter through the chokepoints
  • Replace the other two doors with the gate prop for consistency\
  • Fixed an area that required crouching to pass
  • Raised one fence on left side (Red) for more cover
  • Fully connected fence on left side of inner bridge
  • Made fences on battlement bridges prop with less cover
  • Lower level bridge are just planks of wood
  • Added two pillars to lower level for more cover
  • Replace ramps in left stairwell with metal scaffolding stairs, remade coal pile in that room
  • Replaced seven other ramps with steps
  • Leveled coal pile on right side (Red) outside of shelter
  • Added detail to wall separating left and right battlement, making it thinner and wired in lower part
  • Added window to second floor of spawn house, second floor is still empty

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Mightymudkip

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Jul 13, 2019
34
3
  • A quick texturing over dev textures
  • Replaced "Crates" with crate props
  • Replaced on stack of "crates" with rock prop
  • In the left exit from the spawn lobby, the hallway was enlarged into another room, with a prop elevator and another crate
  • Added more displacements on rock walls
  • Added more doorframes with player clipping
  • All doors on the sides open-way for opposing team and both ways for the matching team
  • Clip and prop settings changed to prevent sentry firing and stick bombs to stick
  • Added hazard tape overlay to the outside of said doors

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Mightymudkip

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Jul 13, 2019
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3
  • "Added an extension" to spawn house, players now spawn further into the house at an angle that shows both exits.
  • Changed particle one-way doors to have one trigger volume that closes the door when walking far enough away, and two that open the door.
  • Changed overlays to reflect the trigger volume location.
  • Changed second red wooden texture to brick texture.
  • Raised fence around spawn courtyard

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Mightymudkip

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Jul 13, 2019
34
3
This is a test big test. The practical two way doors around the map were intended to limit the about of ambushes from other sides, but mostly to slow down spawn campers. The doors funnel players from the other team into the center path only as the right side of the courtyard (the elevated area with the bridge) was the perfect perch to snipers. The courtyard has gone through lots of changes so I like to see if we can do away with the doors entirely.

  • Removed all practical two way doors
  • Added a railing wall to the left shelter room's elevated floor.
  • Added crates to the right shelter room
  • Modified company signs to be the same size with overlays
  • Added mounds of coal at window of center battlements for easy exits (mostly easier for the bots)
  • Modified lighting and textures
  • Added Bullet Block volumes to props that don't have collision
  • Widened stairs
  • Fixed Cap point prop

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Mightymudkip

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Jul 13, 2019
34
3
  • Made even more room in the spawn house, moving the spawn points closer to the center.
  • Thrown in some props and a decal in spawn house
  • Shift prop gates to other side bridge (or is it a catwalk)
  • Shifted land mass around gate to accompany this change
  • Added a BUNCH of displacement for the rock walls in the canyon and courtyard, retextured those rock walls
  • Added displacement of coal in center high ground
  • Added a pipe to the center
  • Enlarged warning signs
  • Retexture some computer room walls on outside of shelter to bricks / steel framing
  • Adjusted stairs in left shelter room
  • Added heal and ammo to tunnel connecting the two shelters and the courtyard

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Mightymudkip

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Jul 13, 2019
34
3
Mightymudkip updated Grand Gulch with a new update entry:

A big one

  • Added more displacement rock walls to lower level wall
  • Modified displacement of higher displacements walls
  • Modified displacements in the courtyard also with making the brushes underneath no-draws
  • Modified fences for more cover to the left exit from the shelter
  • Added pillars to the center building
  • Retextured outside of computer walls
  • Added more lights and detail to stairwell
  • Added some signs that will hopefully lead players away from the lower level. You can use...

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Mightymudkip

L1: Registered
Jul 13, 2019
34
3
Mightymudkip updated Grand Gulch with a new update entry:

Box Destruction!

  • Remove a bunch of crates from the right saferoom and courtyard outside of spawn
  • Add hydro treatment system, water barrels, a truck, and a mine head
  • Added spy-tech, chairs, security camera, and divider walls to right saferoom
  • Lowered level of detail on displacements
  • Added player clips and block bullets clip to lower plank bridges
  • Added support walls to tunnels
  • Tweaked area portals for increase proficiency

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Mightymudkip

L1: Registered
Jul 13, 2019
34
3
Mightymudkip updated Grand Gulch with a new update entry:

The Skybox is the limit

  • Finally got a skybox. there's also fog
  • Raised fence around pipes and far bridges
  • Removed stairs up to far bridges on computer room side
  • Removed fence on opposite side of far bridge where the stairs were to allow dropping down
  • Added props to left shelter, calling it the pipe room.
  • Added more ceiling joints to caves
  • Reduced width of signs
  • Ensured overlays work properly
  • Adjusted displacements
  • Increase area outside of courtyard
  • Increased length of canyon...

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