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Gullywash 



Map Version: Release Candidate 
Type: CP
Released: 04-09-2009 
Last Update: 04-07-2009 
Arnold
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Default Gullywash

Ok, since i've progressed quite a bit now time for an update and a new thread all in one.

it's close to being finished now, all that's missing is a 3d skybox and little touch-ups and more playtesting to balance it all out.


http://www.team-vale.com/demos/arnol..._rc11c0015.jpg
http://www.team-vale.com/demos/arnol..._rc11c0016.jpg
http://www.team-vale.com/demos/arnol..._rc11c0017.jpg
http://www.team-vale.com/demos/arnol..._rc11c0025.jpg
http://www.team-vale.com/demos/arnol..._rc11c0018.jpg
http://www.team-vale.com/demos/arnol..._rc11c0019.jpg
http://www.team-vale.com/demos/arnol..._rc11c0020.jpg
http://www.team-vale.com/demos/arnol..._rc11c0021.jpg
http://www.team-vale.com/demos/arnol..._rc11c0022.jpg
http://www.team-vale.com/demos/arnol..._rc11c0024.jpg

360°views

cp1
http://www.team-vale.com/demos/springer/Blu_cp1.mov
http://www.team-vale.com/demos/springer/Red_CP1.mov
cp2
http://www.team-vale.com/demos/springer/Blu_cp2.mov
http://www.team-vale.com/demos/springer/Red_cp2.mov
cp3
http://www.team-vale.com/demos/springer/CP3_LOWER.mov
http://www.team-vale.com/demos/springer/CP3_Upper.mov


Changelog

b2 -> b3

*mid got changed
*changed last point added some lights and a little space
*it is now possible to get halfway on 2nd point from balcony as any class
*added some details
*middle capping area is bigger
*spawndoors are fixed
*spawns are fixed
*added signs at forward spawn for the confused people who end up running to their own base (you know who you are)
*increased performance
*changed the cosmetics a tad
*haven’t shaved in three days
*fixed some nodraw issues
*fixed some bugs
*changed one of the medium medpacks on middle to a small one

b3 -> b4

*Spawntimes fixed
*Removed wall at balcony
*Rotated 2nd forward respawn to prevent players getting lost
*removed medium ammo pack at balcony
*some changed were made to lower level mid to compensate for the respawn getting bigger
*spawntimes hopefully really fixed
*added a route at last point/2nd
*several visual updates

b4 -> b5

*middle has been made smaller
*totally visually revised
*added details
*no more long spawntimes ever
*bug fixes

b5 -> rc1

*added a theme to mid point
*added several details
*fixed several bugs
*some more optimisation
*changed some lights

rc1 -> rc2

*changed houses on mid completely
*last point had some walls removed
*details added
*enviroment and lighting changed
*balcony bug fixed
*several other bug fixes

rc3 -> rc4

*fixed the damn doors
*details added
*optimized (thnx to tarmo for laughing and helping me)
*small ammopack added top lobby final cp
*cp2/4 has some added cover, beneficial for defending team

rc5 -> rc6

*fixed non solid doors
*fixed some bugs
*added some room to last point
*removed all but 1 railing at last point
*changed some lights
*added 3D skybox
*added some details
*changed tunnel to have a bit more room

rc7->rc8 changelog

*fog in skybox fix
*hallway to base enlarged
*stairway from lobby to balcony widened
*added little platform and windows to hallway from first spawn to balcony
*added a little room inside the wall at last point for the medic to have a little cover
*balcony has been made a little more roomy around the curved walls
*by popular demand middle point now resembles a penis to justify the name of the map
*fixed some bugs
*clipped some parts for smoother gameplay
*changed several lights
*better optimization overall

rc8 -> rc9

*changed lobby lay-out a bit for smoother play
*changed ramphouse on middle to be a bit more accessible
*added some sort of wall thing at last (not sure about this plz do tell me if it doesn’t work)
*added some details
*fixed several bugs
*created some others
*captimes are a tiny margin faster (don’t expect a huge difference)
*hidden a frog somewhere, cookie for anyone that can find it

rc9 -> rc10

*added different levels of height on middle ground
*added a rock at second cp
*corrugated metal at second cp has been stretched out to provide more cover
*added a little catwalk of dirt at second cp
*added little ammobox on battlements
*added a lot of details
*decreased captimes a bunch
*fixed the sticky doors
*fixed a lot of bugs
*frog still hasn't been found (cookie is getting stale)
*fixed the overlappings
*equalised ledges on middle
*won't update the map for a while now.



Old 04-09-2009, 11:08 AM   #1
Icarus
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looks pretty good. I'll have a flythrough
 
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Old 04-09-2009, 11:09 AM   #2
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Looks great. I like the woodwork in the 4th pic and the building in the 2nd.
 
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Old 04-09-2009, 12:05 PM   #3
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Some notes:
-You need to buildcubemaps with HDR on as well, otherwise reflective models with glow solid white
-the underwater areas underneath the final cap are very dark. please consider adding brighter lighting and more arrows down there

This looks very promising, fix these up and I'll try to get it thrown up on our server.
 
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Old 04-09-2009, 12:06 PM   #4
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I don't like the name. Is it a badlands copy?
 
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Old 04-09-2009, 12:21 PM   #5
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I agree...

awesome looking, but change that name! lol


hmmm

maybe cp_eaglenest?

After Hitler's retreat in the mountains:

http://greyfalcon.us/pictures/EagleNest02.jpg

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Old 04-09-2009, 03:38 PM   #6
Arnold
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thanks i'll fix those little issues soon,

the lighting underwater is ok when you play with dxlevel 8 it seems but it's very dark when played with dxlevel 9 i'll just add some brighter lights.

i still have to figure out a better name i just went with the name worselands because i thought it was funny and haven't really thought about a better one since, even though i planned to.

thanks for the feedback
 
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Old 04-09-2009, 03:50 PM   #7
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cp_greatlands

 
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Old 04-10-2009, 10:12 AM   #8
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alright so i fixed the lighting under water added arrows and built cubemaps.

i (double)checked it in both dxlevel 8 and 9 and i could't see any full white bright props so if there are any now something is just wrong with my pc.

i also made it easier to get onto the stack of wood on mid you'll see it's a minor change.
 
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Old 04-12-2009, 08:04 PM   #9
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Beta 10 Review demo: http://www.sendspace.com/file/f995s4

Map was well received. Played remarkably well and everyone had fun. A candidate for a new map in our rotation. Could use more signage, especially right out of spawns.

It should also be noted that it is possible to enter enemy spawns if the doors open. Consider placing func_respawnroomvisualisers in the doorways.
 
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