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cp_gullywash_pro
Created 13th February 2009 @ 22:02
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I have no idea if the version looks better now,
I agree that there were changes needed because you could hide stickies on some places,
but why changing the spawn before it was good like in badlands, now its shitty like in obscure
why removing the glass-wall behind the last point, now a sniper can own the point
why removing the small hill between 2nd and door to lobby, before it was made to eat some spam
why removing the small hill in the valley before the 3rd, before you could easily jump as scout to middle, now its (a bit) harder
I only like the new way to the last point, dont think it will be used often but a spy or scout could be sneaky occasionally
I really would like to know why you made the changes, but I think its worse than before even you fixed some invisible stickies traps
not sure if gullywash will stay as my fav map :S
Last edited by cheee,
Quoted from cheee
I have no idea if the version looks better now,
I agree that there were changes needed because you could hide stickies on some places,but why changing the spawn before it was good like in badlands, now its shitty like in obscure
It wasn’t that good because people stood in spawn and sniped without much risk. Or just run into spawn if the enemy team attacked.
why removing the glass-wall behind the last point, now a sniper can own the point
Heavy could stand behind the glass and essentially prevent anyone from capping (he couldn’t easily be killed and he was practically standing on point)
why removing the small hill between 2nd and door to lobby, before it was made to eat some spam
It didn’t eat spam too well, and it was annoying for most classes but the scout.
why removing the small hill in the valley before the 3rd, before you could easily jump as scout to middle, now its (a bit) harder
I don’t want scouts to be jumping onto mid easily, just try harder scouts have it easy enough already don’t they?
I only like the new way to the last point, dont think it will be used often but a spy or scout could be sneaky occasionally
Exactly why I made that new “route”.
I really would like to know why you made the changes, but I think its worse than before even you fixed some invisible stickies traps
not sure if gullywash will stay as my fav map :S
Quoted from cheee
but why changing the spawn before it was good like in badlands, now its shitty like in obscure
what Arnold said
why removing the glass-wall behind the last point, now a sniper can own the point
NOT what Arnold said, was really way better in cp_gullywash
why removing the small hill between 2nd and door to lobby, before it was made to eat some spam
what Arnold said
why removing the small hill in the valley before the 3rd, before you could easily jump as scout to middle, now its (a bit) harder
what Arnold said
I only like the new way to the last point, dont think it will be used often but a spy or scout could be sneaky occasionally
what Arnold said
Some good changes, but i still believe (attacking final) that the top right route shouldn’t have a window and a sliding door, this is just right-click heaven, and even if the demo doesn’t sticky it the spam from the soldiers forces you to pop so early it renders the route almost useless. Drop the sliding door and the window and you’ll effectively create a new route, forcing a defending player to cover it thereby freeing up other routes for the attacking team.
Quoted from Fragga
Some good changes, but i still believe (attacking final) that the top right route shouldn’t have a window and a sliding door, this is just right-click heaven, and even if the demo doesn’t sticky it the spam from the soldiers forces you to pop so early it renders the route almost useless. Drop the sliding door and the window and you’ll effectively create a new route, forcing a defending player to cover it thereby freeing up other routes for the attacking team.
This, I’m finding that attacks come from the right side more often than the left, if you get attacked from the right the medic can just flee to the safety of spawn and hold onto the uber as long as possible.
Also I agree with the comments related to the glass wall on the point, I very much enjoyed that feature, if a heavy wasn’t standing there a spy could use it to uncloak etc. It also means that we have another point where a sniper can just pick off anyone trying to defend it.
I mainly liked it because it was different to other last CP’s, which is also why I enjoy this map, the 2 level capture points are very interesting and the last CP fights are different, I believe that with the small ninja route to the right also gives it some help attacking last, but I would have liked to see something done with the left door and kept the glass wall on last also.
Good work anyway, still one of my favourite maps.
The glass wall was the worst feature of any map ever and I’m glad it was removed. One heavy behind it ruined both snipers and spies. Now they’re both viable attacks on last (snipers sniping from main, identical to badlands, and spies coming through the water without a heavy admiring his reflection in the water).
Just a heads up, in the side corridor, to the right from spawn on last, you can get stuck in windows while jumping into them.
Quoted from Fragga
Some good changes, but i still believe (attacking final) that the top right route shouldn’t have a window and a sliding door, this is just right-click heaven, and even if the demo doesn’t sticky it the spam from the soldiers forces you to pop so early it renders the route almost useless. Drop the sliding door and the window and you’ll effectively create a new route, forcing a defending player to cover it thereby freeing up other routes for the attacking team.
Yo Arnold, please make cp_gullywash_imp4 with this change on last CP and all the bugs found since imp3 being removed – would be so awesome and I think many others would appreciate this aswell :)
Yeah, that right window on the right side of red cp1 seems a bit dodgy.
But I still think we should play this version (imp3) in the AFS season. Its possible to fix this problems now and find next week a dozen more. Let it all be fixed in between seasons and have a new (final?) for next.
Window gives you a safe viewing of last cp i will not remove it, i will also not remove the door. It’s an interesting mechanic and if the demo happens to be covering that entrance then so be it. He will not be covering the left if he is watching the door and the left is by FAR the superior attacking route.
Remember that you are completely safe from any attack while viewing the window precisely because of the door.
Making that route without a window wouldn’t make it less of a sticky trap, in fact you would be almost blind to last cp making any attack even more of a gamble than it is now.
It’s fine the way it is. You outweigh the advantages to the disadvantages according to the enemy’s team position and you act accordingly. There is so much potential to attacking last that many teams have yet to realise.
Last edited by Arnold,
Not sure if you are aware of any of these bugs; hopefully, you find something here that you weren’t aware of.
At the CP1, it is possible to impact the water beneath the glass from above it to create a splash effect. Only on BLU.
http://img339.imageshack.us/i/cpgullywashimp30003.jpg/
http://img517.imageshack.us/i/cpgullywashimp30004.jpg/
The small area above the main connector between CP2 and CP3 isn’t equal on both sides. On BLU it is possible to drop down between the edge and the fence. However, this isn’t possible on RED.
RED:
http://img707.imageshack.us/i/cpgullywashimp30001.jpg/
http://img412.imageshack.us/i/cpgullywashimp30002.jpg/
BLU:
http://img24.imageshack.us/i/cpgullywashimp30005.jpg/
http://img63.imageshack.us/i/cpgullywashimp30006.jpg/
As a follow-on to the fixes to hidden stickies, it is possible to hide stickies in the top of the rock formation at CP2. Obviously, it is unlikely that this would cause a problem in actual gameplay, but still needs fixing.
http://img576.imageshack.us/i/cpgullywashimp30016.jpg/
At CP1, on the CP on the right-hand side (from an attacking perspective), there is a small texture which seems out of place. Only on RED.
http://img121.imageshack.us/i/cpgullywashimp30015.jpg/
The rest of the bugs are just textures which flicker and appear different depending on the angle you look at them from. The pictures don’t really give a good indication of this on their own, but if you swap between them then it should be possible to see.
If you take the side entrance to CP3, there is a flickery texture behind the stairs to the right-hand side. Only on BLU.
http://img227.imageshack.us/i/cpgullywashimp30007.jpg/
http://img409.imageshack.us/i/cpgullywashimp30008.jpg/
http://img686.imageshack.us/i/cpgullywashimp30009.jpg/
If you take the side entrance to CP3, there is a wall which flickers on the ramp to the left-hand side. Only on RED.
http://img571.imageshack.us/i/cpgullywashimp30010.jpg/
http://img153.imageshack.us/i/cpgullywashimp30011.jpg/
http://img96.imageshack.us/i/cpgullywashimp30012.jpg/
At CP1, there is a red edge which flickers. Only on RED.
http://img819.imageshack.us/i/cpgullywashimp30017.jpg/
http://img690.imageshack.us/i/cpgullywashimp30018.jpg/
Last edited by Oscar,
i found out another annyoing gameplay bug. on the alternative route from CP2 to MIDDLE, in a room connecting to middle there is a changed wall from last version of the map. unfortunately projectiles can go through the wall, which can be a disadvantage for soldiers/demos
http://img809.imageshack.us/img809/2662/cpgullywashimp30003.jpg
I figured this out when using my quick class-switch script. If you change class quickly in gullywash imp3 version’s respawn sometimes you automatically die even if you’re inside of it…
you can only switch classes when you are inside the main room of the spawn. the areas on the sides (double doors) aren’t part of the spawn.
the hazard stripes below the doors mark the borders of the spawnroom.
I got that bug once aswell just after spawning, I didnt even move > switched class > died.
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