Gullywash is lopsided:
[b]Mid lamp: red side only[/b]
[img]https://cdn.discordapp.com/attachments/736272571137261577/759876806118473758/20200927222506_1.jpg[/img]
this lamp is not on the blu side
[img]https://cdn.discordapp.com/attachments/736272571137261577/759876907730206720/20200927222516_1.jpg[/img]
[b]Mid rock: red side only[/b]
[img]https://cdn.discordapp.com/attachments/736272571137261577/759876988319432785/20200927222448_1.jpg[/img]
you can stand on this cliff on red side of mid, on the blu side you can stand there but you will slide straight off you don't hold a directional key
[b]Boxes next to rim on last[/b]
you can jump on these boxes with a teleporter only red last, this can be used for a very powerful heavy spot
red side
[img]https://cdn.discordapp.com/attachments/736272571137261577/759877094720929824/20200927222700_1.jpg[/img]
[img]https://cdn.discordapp.com/attachments/736272571137261577/759877150127161344/20200927222705_1.jpg[/img]
blu side
[img]https://cdn.discordapp.com/attachments/736272571137261577/759877206704128061/20200927222623_1.jpg[/img]
please balance gullywash
https://github.com/tom288/Refresh
A bit lesser known:
You can stand in this corner on RED side - however this is not possible on BLU
https://i.imgur.com/W3eAnIi.jpg
Also please make balcony on last shoot-through
A bit lesser known:
You can stand in this corner on RED side - however this is not possible on BLU
[img]https://i.imgur.com/W3eAnIi.jpg[/img]
Also please make balcony on last shoot-through
Gazplease make balcony on last shoot-through
https://youtu.be/R3RnIcfeY5s?t=81
[quote=Gaz]please make balcony on last shoot-through[/quote]
https://youtu.be/R3RnIcfeY5s?t=81
+ the invisible ledge high up above forward spawn on second that only works on red (200 km away from my pc so no screenshot for you nerds)
+ the invisible ledge high up above forward spawn on second that only works on red (200 km away from my pc so no screenshot for you nerds)
Heya, just to give a small update on a post I made a while ago.
Gullywash refresh is in the works and I have personally spent 43 hours on it so far.
The reason for many of the symmetrical issues that gully have, both minor and large is because the original mapper was very sloppy. Basically, it's hard to rotate things around on the map because many sizes differ by tiny amounts on red/blu, some parts seem to have been made twice independently of each other. sometimes the mapper used 20 brushes where he only really needed one, there's z-fighting, brushes inside each other for no reason, and things that are just wierd. NOTHING is alligned to the hammer grid , which means that you can't place things "properly".
Basically working on any change would be 10x as annoying as it is on a normal map because of these issues, and we decided early on we needed to "remake" the map (with 100% symmetry). This would also make any future changes easier to do, including if people are interested in versions with different themes. This is what I'm sinking so much time into. Because of some of these improvements, I also reckon that it is possible that the new version will get a higher fps, because there's simply fewer things inside each other etc.
Copying and remaking the map is also hard if you forget some things, so before the first version is created I will make a thread asking for help, in case we missed anything or we missed any detailing etc. We will at this point also ask which of these assymetries the community wants to keep / remove. These issues will be attended to and shipped with version 1. Remaking the map also means remaking blockbullets & clips in a proper way, so many splash bugs and clipping etc will already be fixed in version 1.
Me and HOI also have limited time to work on these things and we do so in our spare time. It will be released when its ready, not earlier. If you're interested in the progress you could check out the github and open the vmfs. If you have mapping experience and want to help work on the refresh project, contact me, hoi or roboprod.
Show Content
Also, been considering to make a final rc3 prolands update and publicly release the vmf. I have discovered that cap time values between 1 and 2 also work, so if you think 1.5 or 1.7 or something in between would be best give me some suggestions. Also, is the new point from rc2p better or worse than the original point?
Cheers
Heya, just to give a small update on [url=https://www.teamfortress.tv/57128/etf2l-s37-plugins#16]a post I made a while ago[/url].
Gullywash refresh is in the works and I have personally spent 43 hours on it so far.
The reason for many of the symmetrical issues that gully have, both minor and large is because the original mapper was very sloppy. Basically, it's hard to rotate things around on the map because many sizes differ by tiny amounts on red/blu, some parts seem to have been made twice independently of each other. sometimes the mapper used 20 brushes where he only really needed one, there's z-fighting, brushes inside each other for no reason, and things that are just wierd. NOTHING is alligned to the hammer grid , which means that you can't place things "properly".
Basically working on any change would be 10x as annoying as it is on a normal map because of these issues, and we decided early on we needed to "remake" the map (with 100% symmetry). This would also make any future changes easier to do, including if people are interested in versions [url=https://youtu.be/89eOZ_uYJ4g?t=36]with different themes.[/url] This is what I'm sinking so much time into. Because of some of these improvements, I also reckon that it is possible that the new version will get a higher fps, because there's simply fewer things inside each other etc.
Copying and remaking the map is also hard if you forget some things, so before the first version is created I will make a thread asking for help, in case we missed anything or we missed any detailing etc. We will at this point also ask which of these assymetries the community wants to keep / remove. These issues will be attended to and shipped with version 1. Remaking the map also means remaking blockbullets & clips in a proper way, so many splash bugs and clipping etc will already be fixed in version 1.
Me and HOI also have limited time to work on these things and we do so in our spare time. It will be released when its ready, not earlier. If you're interested in the progress you could check out the github and open the vmfs. If you have mapping experience and want to help work on the refresh project, contact me, hoi or roboprod.
[spoiler]Also, been considering to make a final rc3 prolands update and publicly release the vmf. I have discovered that cap time values between 1 and 2 also work, so if you think 1.5 or 1.7 or something in between would be best give me some suggestions. Also, is the new point from rc2p better or worse than the original point?[/spoiler]
Cheers
you can also hide above the garage in big door
you can also hide above the garage in big door
hope they get added to blue side instead of removed from red side :)
hope they get added to blue side instead of removed from red side :)
just testing and teasing
[youtube]https://youtu.be/BXDNwRmm6CY[/youtube]
don't forget the lamps in big door. You can only stand on the ones on blue side
don't forget the lamps in big door. You can only stand on the ones on blue side
Seeing a soldier be able to slide up the stairs in main gave me a feeling that can only be described as orgasmic
Seeing a soldier be able to slide up the stairs in main gave me a feeling that can only be described as orgasmic
I don't know if it's widely known or people have discussed it before, but there is currently weird behaviour with being able to hold enemy spawn shutters open.
You can hold open last and 2nd, but not mid
Last
https://i.imgur.com/t5QxrTC.jpg
2nd
https://i.imgur.com/KCfTrVO.jpg
Mid
https://i.imgur.com/hJAgCMF.jpg
It's not possible on the current version of other maps AFAICT (tested process, snake, metalworks)
e.g. metalworks
https://i.imgur.com/kk4cAfl.jpg
I can't imagine this behaviour is intentional, and found it quite jarring when I saw people use it in recent scrims. So I would be grateful if you could fix it in the new version. Thanks
I don't know if it's widely known or people have discussed it before, but there is currently weird behaviour with being able to hold enemy spawn shutters open.
You can hold open last and 2nd, but not mid
Last
[img]https://i.imgur.com/t5QxrTC.jpg[/img]
2nd
[img]https://i.imgur.com/KCfTrVO.jpg[/img]
Mid
[img]https://i.imgur.com/hJAgCMF.jpg[/img]
It's not possible on the current version of other maps AFAICT (tested process, snake, metalworks)
e.g. metalworks
[img]https://i.imgur.com/kk4cAfl.jpg[/img]
I can't imagine this behaviour is intentional, and found it quite jarring when I saw people use it in recent scrims. So I would be grateful if you could fix it in the new version. Thanks
Dave_the_Irate
You can actually do that on numerous maps in tf2. A notable one I remember off the top of my head is the main spawn on 2fort where if you just press up against the door when it opens it can't close until you move away
[quote=Dave_the_Irate][/quote] You can actually do that on numerous maps in tf2. A notable one I remember off the top of my head is the main spawn on 2fort where if you just press up against the door when it opens it can't close until you move away
you can spam through shutter even when it's closed at blu's last (chora zolak)
you can spam through shutter even when it's closed at blu's last (chora zolak)