DOWNLOAD
The map has been uploaded to serveme.tf and can be selected as "cp_gullywash_f9" when renting a server.
Last updated on 08/06/2022.
INTRODUCTION
Show Content
We are pleased to announce the official release of cp_gullywash_f1, with the combined efforts of the Refresh: map group, the amazing work from Collaide as well as the aid of the community. We bring to you a fully symmetric map with numerous improvements in clipping and blockbullet as you have grown accustomed to in Refresh: cp_process.
SUMMARY
Show Content
The major changes in this version were focused on the playability of the map itself whilst maintaining the gameplay aspect intact. Much of our work has been the same as our first project -- Improving collision by fixing stairs, doorways, slopes, lights, railings, and ceilings to be consistent. Additionally, we made sure to align the map to the hammer grid and fix its horrendous asymmetry issues that will allow us to work on the map with more ease in future versions.
CHANGES
Show Content
Since pre-release:We are currently building a more comprehensive changelog that includes all changes made to the map. We will update you when it is available. WANT TO HELP?
Show Content
We are currently looking for skilled mappers to join our group! We have projects currently in the works that we would love to share with you. We are proud and happy about the work we do and the impact it has on the game as we grow with it. Please add R0boprod or HOI if you'd like to work with us!
SHOUT-OUTS
BIG THANKS to those who contributed, namely Collaide for being such a hardworking person and sincerely putting in a considerable amount of effort to see this project through.
Jackylegs, Benroads and HOI have all been excellent people throughout this journey, it is due to them that we are able to provide good quality mapping whilst also improving performance.
Jan "Arnold" Laroy for making such an amazing and beloved map in this community, we are extremely grateful for the talent and creativity that our community has shown throughout the years.
[url=https://dl.serveme.tf/maps/cp_gullywash_f9.bsp]DOWNLOAD[/url]
The map has been uploaded to serveme.tf and can be selected as "cp_gullywash_f9" when renting a server.
Last updated on 08/06/2022.
[b]INTRODUCTION[/b]
[spoiler]We are pleased to announce the official release of cp_gullywash_f1, with the combined efforts of the Refresh: map group, the amazing work from [b]Collaide[/b] as well as the aid of the community. We bring to you a fully symmetric map with numerous improvements in clipping and blockbullet as you have grown accustomed to in Refresh: cp_process.[/spoiler]
[b]SUMMARY[/b]
[spoiler]
The major changes in this version were focused on the playability of the map itself whilst maintaining the gameplay aspect intact. Much of our work has been the same as our first project -- Improving collision by fixing stairs, doorways, slopes, lights, railings, and ceilings to be consistent. Additionally, we made sure to align the map to the hammer grid and fix its horrendous asymmetry issues that will allow us to work on the map with more ease in future versions.[/spoiler]
[b]CHANGES[/b]
[spoiler][list]
[*] [url=https://imgur.com/a/TjUwCH5]All lamps are nonsolid (except the ones on the fence on 2nd).[/url]
[*] [url=https://imgur.com/a/q6NcUbl]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.)[/url]
[*] [url=https://imgur.com/a/tgM7fZ7]Improved clipping everywhere.[/url]
[*] [url=https://imgur.com/a/lcmqAVD]Added block bullets on most walls/surfaces.[/url]
[*] [url=https://imgur.com/a/Gd7QGta]Skybox height is now the same everywhere on 2nd.[/url]
[*] Skybox height is now the same everywhere on the map.
[*] [url=https://imgur.com/a/3d8WKTI]Prop door frames swapped for brush door frames.[/url]
[*] Two shutter props replaced with brushes.
[*] Fixed a bug where players could hold enemies' spawn doors open.
[*] Marked capture areas now accurately represent the control point trigger.
[*] [url=https://imgur.com/a/NLtLAfL]Remade the map from scratch. Aligned everything to the hammer grid.[/url]
[*] Added additional areaportals.
[*] Removed brushes of unplayable and invisible areas like behind the big door shutter and inside the mid windows.
[*] [url=https://imgur.com/a/C6DoPk4]All props and hiding spots are now mirrored.[/url]
[*] [url=https://imgur.com/a/H8SUChH]Water room is now more circular than before.[/url]
[/list]
[b]Since pre-release:[/b]
[list]
[*] [url=https://imgur.com/a/50hVvRS]Updated gameplay to more accurately represent that of gully_final1. [/url]
[*] The lamp on mid is solid.
[*] Hiding spot above the choke is back to normal.
[*] While winning the vote the hiding spot above the 2nd forward spawn lost the electoral college so it’s gone.
[*] Lighting is fixed.
[/list]
[b]We are currently building a more comprehensive changelog that includes all changes made to the map. We will update you when it is available.[/b]
[/spoiler]
[b]WANT TO HELP?[/b]
[spoiler]
We are currently looking for skilled mappers to join our group! We have projects currently in the works that we would love to share with you. We are proud and happy about the work we do and the impact it has on the game as we grow with it. Please add [b]R0boprod[/b] or [b]HOI[/b] if you'd like to work with us!
[/spoiler]
[b]SHOUT-OUTS[/b]
[b]BIG THANKS[/b] to those who contributed, namely [b]Collaide[/b] for being such a hardworking person and sincerely putting in a considerable amount of effort to see this project through.
[b]Jackylegs[/b], [b]Benroads[/b] and [b]HOI[/b] have all been excellent people throughout this journey, it is due to them that we are able to provide good quality mapping whilst also improving performance.
Jan "[b]Arnold[/b]" Laroy for making such an amazing and beloved map in this community, we are extremely grateful for the talent and creativity that our community has shown throughout the years.
i thought this would get released earlier but I was battling lighting bugs in between 50 minute compiles... sorry folks
i thought this would get released earlier but I was battling lighting bugs in between 50 minute compiles... sorry folks
is there any path to getting this into the actual game to replace the released version?
is there any path to getting this into the actual game to replace the released version?
some things I stumbled upon that might be worth considering:
[url=https://i.imgur.com/HYiiJLA.png]can get stuck in between lock handles. perhaps make all three contained within one hortizontal clip?[/url]
[url=https://i.imgur.com/CoPAvLn.png]easy to get stuck on this edge when being juggled around spawn on both sides for both teams. maybe a wall slope needed to direct the player in?[/url]
[url=https://i.imgur.com/xp1E7bA.png]may want a player clip here like the right side of the door[/url]
video: [url=https://www.youtube.com/watch?v=BJAGJdlnSyE&feature=youtu.be]another clipping bug[/url]
video: [url=https://www.youtube.com/watch?v=fMnr4KrvCms]might want a player clip on the left side of this wooden beam[/url]
video: [url=https://www.youtube.com/watch?v=J_bgi0J5O2s]ditto, except above[/url]
video: [url=https://youtu.be/rHZlmWyQXVU]wall clipping issue[/url]
[url=https://i.imgur.com/ktzjvw3.png]prob want a wall clip here so don't get stuck on metal[/url]
[url=https://i.imgur.com/CiMhowa.png]another potential wall clip[/url]
[url=https://i.imgur.com/o1nZ9Js.png]untextured water. dunno if just my game but haven't seen this on other maps[/url]
video: [url=https://www.youtube.com/watch?v=s9fFGvzQERI]some sort of clipping bug[/url]
[url=https://i.imgur.com/Hsi75v9.png]can get clipped on the edge of this sign. prob want a wall clip that extends from floor to top of sign[/url]
[url=https://i.imgur.com/ysXjonF.png]in the OG gully you to stand on top of this vent.[/url] in this new gully, [url=https://i.imgur.com/cAsQMAz.png]the clipping doesn't allow it[/url]
[url=https://i.imgur.com/EvxcLGL.png]i assume it's intended but you can no longer stand on top of this bad clipping as a demo/soldier.[/url] pretty important gameplay change.
[url=https://i.imgur.com/A4Fw0jz.png]conversely, this spot is way easier to stand on which is cool imo[/url]
dunno if fixable or even your job to fix it but this [url=https://i.imgur.com/rbiwjze.png]taunt wallhack exploit still exists[/url]
again, don't know if intended but new clipping prevents players from getting in [url=https://i.imgur.com/L1DM68V.png]this delightfully devilish spot[/url]
will post more if found
@krollic
i would have died for this feedback on the prerelease thread 2 weeks ago, which ultimately was the reason it was made
as for the videos where you get caught on diagonal clipping (as you could have seen with r_drawclipbrushes 2), it's a weird bug/engine oversight, where you can get caught on the pointy end of a triangle basically. sometimes certain brushes seem to do it more than others even tho they're the same shape. most maps have this issue in every single area there is diagonal clipping.
there is a workaround though. i also assume there are more spots where this happen than the ones you posted about.
@krollic
i would have died for this feedback on the prerelease thread 2 weeks ago, which ultimately was the reason it was made
as for the videos where you get caught on diagonal clipping (as you could have seen with r_drawclipbrushes 2), it's a weird bug/engine oversight, where you can get caught on the pointy end of a triangle basically. sometimes certain brushes seem to do it more than others even tho they're the same shape. most maps have this issue in every single area there is diagonal clipping.
there is a workaround though. i also assume there are more spots where this happen than the ones you posted about.
"i would have died for this feedback on the prerelease thread 2 weeks ago"
soz mate didn't know this was a thing till a few minutes ago.
"where you can get caught on the pointy end of a triangle basically"
tru. i have found several objective clipping issues i.e not engine bugs which i will post tho
"i would have died for this feedback on the prerelease thread 2 weeks ago"
soz mate didn't know this was a thing till a few minutes ago.
"where you can get caught on the pointy end of a triangle basically"
tru. i have found several objective clipping issues i.e not engine bugs which i will post tho
all good mate, although I can't guarantee these changes will be available before the ozfortress cup :-(
EDIT:
Show Content
krollicmay want a player clip here like the right side of the door
It's a really big lip. I don't think it's necessary.
krollicprob want a wall clip here so don't get stuck on metal
What do you mean? I don't understand.
krollicconversely, this spot is way easier to stand on which is cool imo
The slope angle is nearly identical, it should not be a noticeable difference.
krollicdunno if fixable or even your job to fix it but this taunt wallhack exploit still exists
assuming it was possible to fix it people can still look around that wall right from the other side!!!
krollici assume it's intended but you can no longer stand on top of this bad clipping as a demo/soldier. pretty important gameplay change.
Read changelog;)
all good mate, although I can't guarantee these changes will be available before the ozfortress cup :-(
EDIT:
[spoiler][quote=krollic][url=https://i.imgur.com/xp1E7bA.png]may want a player clip here like the right side of the door[/url][/quote] It's a really big lip. I don't think it's necessary.
[quote=krollic][url=https://i.imgur.com/ktzjvw3.png]prob want a wall clip here so don't get stuck on metal[/url][/quote]
What do you mean? I don't understand.
[quote=krollic][url=https://i.imgur.com/A4Fw0jz.png]conversely, this spot is way easier to stand on which is cool imo[/url][/quote]
The slope angle is nearly identical, it should not be a noticeable difference.
[quote=krollic]dunno if fixable or even your job to fix it but this [url=https://i.imgur.com/rbiwjze.png]taunt wallhack exploit still exists[/url][/quote]
assuming it was possible to fix it people can still look around that wall right from the other side!!!
[quote=krollic][url=https://i.imgur.com/EvxcLGL.png]i assume it's intended but you can no longer stand on top of this bad clipping as a demo/soldier.[/url] pretty important gameplay change.[/quote]
Read changelog;)[/spoiler]
cubemaps still broken lol
edit: might be because I downloaded from serveme? my friend downloaded the map and put it in his maps folder and he doesn't get the same problem
cubemaps still broken lol
edit: might be because I downloaded from serveme? my friend downloaded the map and put it in his maps folder and he doesn't get the same problem
I fucking love all of you who put so much time and love into these maps
I fucking love all of you who put so much time and love into these maps
Adnurakcubemaps still broken lol
edit: might be because I downloaded from serveme? my friend downloaded the map and put it in his maps folder and he doesn't get the same problem
When testing the map I had cube maps, and the compile log clearly stated cubemaps were generated... Idk though. I'll look into it
[quote=Adnurak]cubemaps still broken lol
edit: might be because I downloaded from serveme? my friend downloaded the map and put it in his maps folder and he doesn't get the same problem[/quote]
When testing the map I had cube maps, and the compile log clearly stated cubemaps were generated... Idk though. I'll look into it
f1a hotfix
Changelog:
Download links: TF2Maps - Github
EDIT: Now up on serveme
[h]f1a hotfix[/h]
[b]Changelog:[/b][list]
[*] Fixed cubemaps
[/list]
Download links: [url=https://tf2maps.net/downloads/refresh-cp_gullywash.10615/download?version=27257]TF2Maps[/url] - [url=https://github.com/tom288/Refresh/raw/master/Gullywash/cp_gullywash_f1a.bsp]Github[/url]
EDIT: Now up on serveme
Will try and launch version f2 some time next week maybe, so now is the time for feedback if you have any!
Besides post #5 on this thread i also have internal feedback.
Outline for the future:
F2:
Beyond F2:
- Replacing detailing displacements with brushes outside the playable area. Reason being console gives warnings and compile logs warns there are too many of them. This might currently be the cause of excessive compile times, certain lighting errors and not inconceivably raise fps concerns for some players [although this is something nobody can properly test until the excess displacements are gone].
Will try and launch version f2 some time next week maybe, so now is the time for feedback if you have any!
Besides post #5 on this thread i also have [url=https://imgur.com/a/HWfXI5y]internal feedback[/url].
Outline for the future:
F2:
[list]
[*] [b]Bug fixes from #5 and https://imgur.com/a/HWfXI5y[/b]
[/list]
Beyond F2:
[list]
[*] [b]Replacing detailing displacements with brushes outside the playable area[/b]. Reason being console gives warnings and compile logs warns there are too many of them. This might currently be the cause of excessive compile times, certain lighting errors and [u]not inconceivably[/u] raise fps concerns for some players [although this is something nobody can properly test until the excess displacements are gone].
[/list]
F2
I've heard a rumor about this map having "worse fps". This is most likely a misinterpretation of my previous post. The issue I listed, map having too many displacements, is also present on normal gullywash. If you've ever noticed an "Error" message while noclipping out of bounds on default gullywash, that is what I'm referring to.
If there is someone who is actually having fps issues [compared to normal gullywash], please come forward so that I can adress it and fix it.
Changelog:
- Improved clipping
- Fixed some lighting and detailing inconsistencies
Download links: TF2Maps - Github
Should be up on serveme, I think.
[h]F2[/h]
I've heard a rumor about this map having "worse fps". This is most likely a misinterpretation of my previous post. The issue I listed, [i]map having too many displacements[/i], [b]is also present on normal gullywash[/b]. If you've ever noticed an "Error" message while noclipping out of bounds on default gullywash, that is what I'm referring to.
If there is someone who is actually having fps issues [compared to normal gullywash], please come forward so that I can adress it and fix it.
[b]Changelog:[/b][list]
[*] Improved clipping
[*] Fixed some lighting and detailing inconsistencies
[/list]
[h]Download links: [url=https://tf2maps.net/downloads/refresh-cp_gullywash.10615/download?version=27771]TF2Maps[/url] - [url=https://github.com/tom288/Refresh/raw/master/Gullywash/cp_gullywash_f2.bsp]Github[/url][/h]
Should be up on serveme, I think.
Just wondering to those that have played this for a while in actual games: does the "uncanny valley" feeling of this map mess with anyone else as much as it does me?
This is obviously not a criticism or anything, rather an observation. After spending hundreds (potentially even 1k hours) of hours on the original map (my OG inhouse pug group played gully religiously back in '12-'14), something just feels deeply "off" when playing this new version. I felt this weird feeling of unease when it came up in DM before the cup yesterday, so much so that I had to go to another server.
Is this something that you guys have felt goes away after playing it for a bit?
edit: to clarify, I think what you're doing is amazing & this is not meant to say "i don't like it" or "let's stay in 2010 and never make anything better" lol. just want to see if this is a feeling felt by more folks than just me/ the couple other gamers i was in mumble with at the time
Just wondering to those that have played this for a while in actual games: does the "uncanny valley" feeling of this map mess with anyone else as much as it does me?
This is obviously not a criticism or anything, rather an observation. After spending hundreds (potentially even 1k hours) of hours on the original map (my OG inhouse pug group played gully religiously back in '12-'14), something just feels deeply "off" when playing this new version. I felt this weird feeling of unease when it came up in DM before the cup yesterday, so much so that I had to go to another server.
Is this something that you guys have felt goes away after playing it for a bit?
edit: to clarify, I think what you're doing is amazing & this is not meant to say "i don't like it" or "let's stay in 2010 and never make anything better" lol. just want to see if this is a feeling felt by more folks than just me/ the couple other gamers i was in mumble with at the time
i could definately see some ppl get that feeling.
i think the 3 major factors in that are:
- lighting. idk if the compile settings i have are identical to that of the official release. when in development the map felt a lot darker than it should have so I made light a teenie tiny bit brighter to compensate
- everything is rebuilt to allign with grid & make proper mirroring. A LOT of tiny things are changed by a couple of units or so. truth is, most things on blu/red side on OG gully were not exactly identical before either.
- textures. i had to re-texture a lot of things because I re-created them. so, some surfaces will have the same textures, but shifted a bit. i can't just "copy it from previous version", since the map was moved to coordinates (0,0,0) in hammer, when it was offset by A LOT previously.
i could definately see some ppl get that feeling.
i think the 3 major factors in that are:
- lighting. idk if the compile settings i have are identical to that of the official release. when in development the map felt a lot darker than it should have so I made light a teenie tiny bit brighter to compensate
- everything is rebuilt to allign with grid & make proper mirroring. A LOT of tiny things are changed by a couple of units or so. truth is, most things on blu/red side on OG gully were not exactly identical before either.
- textures. i had to re-texture a lot of things because I re-created them. so, some surfaces will have the same textures, but shifted a bit. i can't just "copy it from previous version", since the map was moved to coordinates (0,0,0) in hammer, when it was offset by A LOT previously.
When I played it everyone but me was creeped out by and constantly talking about the lighting. I didn't notice it but I'm different like dat
When I played it everyone but me was creeped out by and constantly talking about the lighting. I didn't notice it but I'm different like dat
we had an entire pug losing our minds over that dot where u put the first sticky on the demoman rollout being gone, its one fucking dot that sparked a 15 minute conversation, point is its gonna feel weird af no matter what is done to make it "normal" and the only solution (at least for most people) is to get over it by playing the map
we had an entire pug losing our minds over that dot where u put the first sticky on the demoman rollout being gone, its one fucking dot that sparked a 15 minute conversation, point is its gonna feel weird af no matter what is done to make it "normal" and the only solution (at least for most people) is to get over it by playing the map
dbkwe had an entire pug losing our minds over that dot where u put the first sticky on the demoman rollout being gone, its one fucking dot that sparked a 15 minute conversation, point is its gonna feel weird af no matter what is done to make it "normal" and the only solution (at least for most people) is to get over it by playing the map
i heard this once before, and aside from the difficult job of lining the texture up in the exact same way, logically it makes more sense for the beam to be lined up how it currently is
maybe i could add some other decal or visual if people really want to have a frame of reference for the rollout. if so please notify me otherwise I don't know of your existence
[quote=dbk]we had an entire pug losing our minds over that dot where u put the first sticky on the demoman rollout being gone, its one fucking dot that sparked a 15 minute conversation, point is its gonna feel weird af no matter what is done to make it "normal" and the only solution (at least for most people) is to get over it by playing the map[/quote]
i heard this once before, and aside from the difficult job of lining the texture up in the exact same way, logically it makes more sense for the beam to be lined up how it currently is
maybe i could add some other decal or visual if people really want to have a frame of reference for the rollout. if so please notify me otherwise I don't know of your existence
Collaidedbkwe had an entire pug losing our minds over that dot where u put the first sticky on the demoman rollout being gone, its one fucking dot that sparked a 15 minute conversation, point is its gonna feel weird af no matter what is done to make it "normal" and the only solution (at least for most people) is to get over it by playing the map
i heard this once before, and aside from the difficult job of lining the texture up in the exact same way, logically it makes more sense for the beam to be lined up how it currently is
maybe i could add some other decal or visual if people really want to have a frame of reference for the rollout. if so please notify me otherwise I don't know of your existence
oh i meant it more as "tf2 players will go crazy over anything", i agree with you that's its not an actual problem, and definitely comes second to all the improvements youre making
[quote=Collaide][quote=dbk]we had an entire pug losing our minds over that dot where u put the first sticky on the demoman rollout being gone, its one fucking dot that sparked a 15 minute conversation, point is its gonna feel weird af no matter what is done to make it "normal" and the only solution (at least for most people) is to get over it by playing the map[/quote]
i heard this once before, and aside from the difficult job of lining the texture up in the exact same way, logically it makes more sense for the beam to be lined up how it currently is
maybe i could add some other decal or visual if people really want to have a frame of reference for the rollout. if so please notify me otherwise I don't know of your existence[/quote]
oh i meant it more as "tf2 players will go crazy over anything", i agree with you that's its not an actual problem, and definitely comes second to all the improvements youre making
F3
Download links: TF2Maps - Github
Mostly minor fixes. We recommend any leagues looking to run this map to use this version instead of F2/F2A
Changelog:
- Added sightline blocker from balcony, as you could camp spawndoors as sniper easily and barely be visible.
- Resolidified the metal fences outside spawn and in lobby. [I never intended to remove rocket jumping off them].
- Added line decal across metal beam same height as the texture [useful for demomen rolling out]. If you can't see it use 'r_renderoverlayfragment 1'
- Re-added hiding spot above the river window on 2nd as we didn't have a vote on it.
- Fixed highground next to choke being 4 unites too high by accident.
- Fixed the mid bush using the wrong model
- Fixed fence props blocking light.
- Doubled the amount of lighting bounces in an effort to make the map brighter. [it prolongs the compile time]
- Clipped a hiding spot on mid that was accidentally introduced in f1
- Fixed a sniper angle where you could shoot through a stack of boxes on last.
- Clipped spot you could get stuck in if crouching on last.
- Removed solidity of wood planks & lamps on last point. They were solid due to a mistake.
- Improved several instances of clipping across the map, specifically in corners to allow for smoother movement.
- Fixed several detailing inconsistencies with stock gullywash.
If you are aware of any issues gameplay/visual/performance please come forward so it can be adressed and fixed.
Future changes: [F4 or later]
- Replacing detailing displacements with brushes outside the playable area to prevent rendering issues and engine errors.
- Finding a solution for the mid forward spawn so that the door being open doesn't interfere with movement above.
Should be up on serveme.
[h]F3[/h]
[b]Download links: [url=https://tf2maps.net/downloads/refresh-cp_gullywash.10615/download?version=28185]TF2Maps[/url] - [url=https://github.com/tom288/Refresh/raw/master/Gullywash/cp_gullywash_f3.bsp]Github[/url][/b]
Mostly minor fixes. We recommend any leagues looking to run this map to use this version instead of F2/F2A
[b]Changelog:[/b][list]
[*] Added sightline blocker from balcony, as you could camp spawndoors as sniper easily and barely be visible.
[*] Resolidified the metal fences outside spawn and in lobby. [I never intended to remove rocket jumping off them].
[*] Added line decal across metal beam same height as the texture [useful for demomen rolling out]. If you can't see it use 'r_renderoverlayfragment 1'
[*] Re-added hiding spot above the river window on 2nd as we didn't have a vote on it.
[*] Fixed highground next to choke being 4 unites too high by accident.
[*] Fixed the mid bush using the wrong model
[*] Fixed fence props blocking light.
[*] Doubled the amount of lighting bounces in an effort to make the map brighter. [it prolongs the compile time]
[*] Clipped a hiding spot on mid that was [i][u][b]accidentally introduced in f1[/b][/u][/i]
[*] Fixed a sniper angle where you could shoot through a stack of boxes on last.
[*] Clipped spot you could get stuck in if crouching on last.
[*] Removed solidity of wood planks & lamps on last point. They were solid due to a mistake.
[*] Improved several instances of clipping across the map, specifically in corners to allow for smoother movement.
[*] Fixed several detailing inconsistencies with stock gullywash.
[/list]
If you are aware of any issues gameplay/visual/performance please come forward so it can be adressed and fixed.
Future changes: [F4 or later]
[list]
[*] Replacing detailing displacements with brushes outside the playable area to prevent rendering issues and engine errors.
[*] Finding a solution for the mid forward spawn so that the door being open doesn't interfere with movement above.
[/list]
Should be up on serveme.
there's nothing better about it than the normal gullywash.
there's nothing better about it than the normal gullywash.
Loltrollthere's nothing better about it than the normal gullywash.
Thank you for your feedback "Loltroll", we will take it into account. Have a nice day!
[quote=Loltroll]there's nothing better about it than the normal gullywash.[/quote]
Thank you for your feedback "Loltroll", we will take it into account. Have a nice day!
slightly off-topic but are you guys planning on doing a sunshine refresh too at some point ? if so it's probably an obvious fix and one of the first you'd tackle I suppose but the lighthouses being so inconsistent for jumping are a real setback on 2nd in terms of map flow in my opinion.
slightly off-topic but are you guys planning on doing a sunshine refresh too at some point ? if so it's probably an obvious fix and one of the first you'd tackle I suppose but the lighthouses being so inconsistent for jumping are a real setback on 2nd in terms of map flow in my opinion.
LeonhardBrolerslightly off-topic but are you guys planning on doing a sunshine refresh too at some point ? if so it's probably an obvious fix and one of the first you'd tackle I suppose but the lighthouses being so inconsistent for jumping are a real setback on 2nd in terms of map flow in my opinion.
I believe phi would still agree to push clipping changes and such to valve. Therefore, I think that is a better avenue to take.
[quote=LeonhardBroler]slightly off-topic but are you guys planning on doing a sunshine refresh too at some point ? if so it's probably an obvious fix and one of the first you'd tackle I suppose but the lighthouses being so inconsistent for jumping are a real setback on 2nd in terms of map flow in my opinion.[/quote]
I believe phi would still agree to push clipping changes and such to valve. Therefore, I think that is a better avenue to take.
hi collaide you know what would be nice, what would be nice is a refresh for the map cp metalworks i feel like theres many changes you could make to this map but the only change that i will ever care about is if you could please fix the wooden pallet ramp on second on the flank because there have many times where i have tried to rocket jump and do an epic surf up that little ramp only to have my high jump be thwarted by a tiny brush what pokes out on the ramp it's really annoying and makes it impossible to surf up the ramp could you please fix this please and thank you
hi collaide you know what would be nice, what would be nice is a refresh for the map cp metalworks i feel like theres many changes you could make to this map but the only change that i will ever care about is if you could please fix the wooden pallet ramp on second on the flank because there have many times where i have tried to rocket jump and do an epic surf up that little ramp only to have my high jump be thwarted by a tiny brush what pokes out on the ramp it's really annoying and makes it impossible to surf up the ramp could you please fix this please and thank you
is there any side by side comparison of the changes? it feels really odd, like kevin says, where it feels like somethings different but you cant really pinpoint what it is
is there any side by side comparison of the changes? it feels really odd, like kevin says, where it feels like somethings different but you cant really pinpoint what it is
I made a quick album so you can compare here - https://imgur.com/a/Thu7I88
We are working on a way to allow users to quickly compare with an image slider on all of the maps the team has worked on, something like this - https://i.imgur.com/2bZb9Wa.png
I made a quick album so you can compare here - https://imgur.com/a/Thu7I88
We are working on a way to allow users to quickly compare with an image slider on all of the maps the team has worked on, something like this - https://i.imgur.com/2bZb9Wa.png
[youtube]https://www.youtube.com/watch?v=FWIOm36_CdI[/youtube]