Refresh: cp_gullywash

CP Refresh: cp_gullywash f9

Collaide

L2: Junior Member
Oct 14, 2015
58
3
Refresh: cp_gullywash - Significant streamlining changes to cp_gullywash_final1 primarily aimed at competitive

This version of cp_gullywash has thousands of small changes which significantly improve competitive suitability. Hopefully the amount of brushes is lower, and all brushes are now alligned to the hammer grid as well.

Changes include but are 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 Arnold.
 

Collaide

L2: Junior Member
Oct 14, 2015
58
3
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 door without being able to enter.

Visit our teamfortresstv thread for discussion please.

Read the rest of this update entry...
 

Collaide

L2: Junior Member
Oct 14, 2015
58
3
Collaide updated Refresh: cp_gullywash with a new update entry:

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 for this update.

If you haven't checked out our website, visit refresh.tf to see full changelogs and map comparisons.

Read the rest of this update entry...