cp_gullywash_rc10

Credits

Submitter
  • P1: Beggar
    Points: 366
  • C1: Member
  • A4: Graduate
    Account Age: 4 years
Arnoldtf (Creator/Co-creator)
Key Authors
Arnold
Author
springer
advicetest
Eon
advice/test
f2
pickup
Riemu
advice
pickup players
test
tarmo
advice/test

Rating

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Additional Info

Development State
Final/Stable
Version
1.0
Maximum Players
24

Stats

Post Count
0
ViewCount
2,197
Downloads
790
Date Added
3 years ago
Date Modified
3 years ago

5-cp push map made with the competetive community in mind

5cp push map designed for 6v6 competetive play. (This doesn't mean it can't be used on public however)

Map takes place in a desert-beach like enviroment, where blu and red compete over the only source of water.

The idea behind the strange cappoints is to provide a different experience to the player, making strategic choices when approaching and capping a point, instead of the standard flat surface all standard 5cp-maps consist of. Middle point is rounded and has 2 different levels of height from which players can cap, it's important to take control of the top but you lose the advantage of having healthkits nearby. Point 2/4 also has 2 different levels from which you can cap but the catch is that the player capping on top can't jump while capping. if you do jump you will no longer be capping/blocking the point. Having a height advantage but at the cost of mobility will make you think twice. Final cp has a waterway behind and beneath the point, since the last cp caps quite fast you'll be sure to keep an eye on the only entrance to water that is located to the right.

The map as a whole is considerably smaller than any other 5cp map, mainly because the points are layed out in a unique way (triangle). This allows for fast paced and constant action. It also allows slower classes to spend less time walking around without any action.

The map has undergone massive changes during it's lifetime and this will be the first version to be officially released publically, even if you played earlier version i urge you to check this one out since some changes are quite significant. (biggest complaint in last iteration was the slow capping of cp2 which has now been set to the same time it takes to cap badlands spire, same goes for mid)

COMPLETE 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.

Big Thanks to

Springer Tarmo Riemu Eon F2 Nightbox :x Anyone else that cared to comment in the etf2l thread Finnish pickup Playtest pickup players TF2maps.net Etf2l.org Etf2l public server Lethal-zone public servers

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