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Refresh: cp_gullywash
31
#31
refresh.tf
2 Frags +
KevinIsPwnhttps://www.youtube.com/watch?v=FWIOm36_CdI

Great video! Some things I defo didn't notice myself there. Also, maybe doing it for red side would certain things that may appear different in this video, as the geometry is based off red side and not blue side.

[quote=KevinIsPwn][youtube]https://www.youtube.com/watch?v=FWIOm36_CdI[/youtube][/quote]
Great video! Some things I defo didn't notice myself there. Also, maybe doing it for red side would certain things that may appear different in this video, as the geometry is based off red side and not blue side.
32
#32
1 Frags +

If anyone is getting certain parts of the map pink like this:

https://i.imgur.com/mHGPfdN.jpg

"mat_specular 0" fixes it

If anyone is getting certain parts of the map pink like this:

[img]https://i.imgur.com/mHGPfdN.jpg
[/img]
"mat_specular 0" fixes it
33
#33
-18 Frags +

annoying 30 minute defence map -> annoying 30 minute defence map

https://tenor.com/view/s1mple-dance-celebrate-funny-win-gif-16560497

annoying 30 minute defence map -> annoying 30 minute defence map

https://tenor.com/view/s1mple-dance-celebrate-funny-win-gif-16560497
34
#34
refresh.tf
1 Frags +
smrkIf anyone is getting certain parts of the map pink like this:

https://i.imgur.com/mHGPfdN.jpg

"mat_specular 0" fixes it

What version?

[quote=smrk]If anyone is getting certain parts of the map pink like this:

https://i.imgur.com/mHGPfdN.jpg

"mat_specular 0" fixes it[/quote]
What version?
35
#35
0 Frags +

It happened on F2a to me and another teammate. I believe we are both on some version of mastercomfig.

It happened on F2a to me and another teammate. I believe we are both on some version of mastercomfig.
36
#36
refresh.tf
2 Frags +
smrkIt happened on F2a to me and another teammate. I believe we are both on some version of mastercomfig.

that version was missing cubemaps which kind of looks like the issue. do you get the same issue on f1, f2 and f3?

[quote=smrk]It happened on F2a to me and another teammate. I believe we are both on some version of mastercomfig.[/quote] that version was missing cubemaps which kind of looks like the issue. do you get the same issue on f1, f2 and f3?
37
#37
6 Frags +

This clipbrush on cp_gullywash_f3 changes the gameplay from cp_gullywash_final1

Show Content

On cp_gullywash_final1 you're able to stand on the locker handles, allowing classes to hide on top of the lockers

Show Content

Not sure if this is intentional, but removal of this hiding spot is not listed in the changes.

This clipbrush on cp_gullywash_f3 changes the gameplay from cp_gullywash_final1
[spoiler][img]https://i.imgur.com/2ZcUzng.jpeg[/img][/spoiler]

On cp_gullywash_final1 you're able to stand on the locker handles, allowing classes to hide on top of the lockers
[spoiler][img]https://i.imgur.com/G4gpnjo.jpeg[/img][/spoiler]

Not sure if this is intentional, but removal of this hiding spot is not listed in the changes.
38
#38
refresh.tf
6 Frags +
scrambledThis clipbrush on cp_gullywash_f3 changes the gameplay from cp_gullywash_final1
Show Content

On cp_gullywash_final1 you're able to stand on the locker handles, allowing classes to hide on top of the lockers
Show Content

Not sure if this is intentional, but removal of this hiding spot is not listed in the changes.

thank you for pointing this out. before f3 was released i wasn't aware this was a thing & someone suggested clipping it off. but needless to say the next version will be the same as final1 in this regard.

[quote=scrambled]This clipbrush on cp_gullywash_f3 changes the gameplay from cp_gullywash_final1
[spoiler][img]https://i.imgur.com/2ZcUzng.jpeg[/img][/spoiler]

On cp_gullywash_final1 you're able to stand on the locker handles, allowing classes to hide on top of the lockers
[spoiler][img]https://i.imgur.com/G4gpnjo.jpeg[/img][/spoiler]

Not sure if this is intentional, but removal of this hiding spot is not listed in the changes.[/quote]
thank you for pointing this out. before f3 was released i wasn't aware this was a thing & someone suggested clipping it off. but needless to say the next version will be the same as final1 in this regard.
39
#39
4 Frags +
CollaidesmrkIt happened on F2a to me and another teammate. I believe we are both on some version of mastercomfig. that version was missing cubemaps which kind of looks like the issue. do you get the same issue on f1, f2 and f3?

It does not happen on F3

[quote=Collaide][quote=smrk]It happened on F2a to me and another teammate. I believe we are both on some version of mastercomfig.[/quote] that version was missing cubemaps which kind of looks like the issue. do you get the same issue on f1, f2 and f3?[/quote]

It does not happen on F3
40
#40
refresh.tf
5 Frags +

F4

Download links: TF2Maps - Github

Again, mostly minor fixes. We recommend any leagues looking to run this map to use this version instead of the previous ones.

I would like to clear up a misconception I've heard several times: Stock gullywash is not a perfectly mirrored map. If you are going to compare angles, widths etc, use the RED side on stock gullywash for your comparison, as the Refresh version is based on RED side. Some things aren't "changed", they are different because the original map isn't mirrored.

Changelog:

  • Compiled with BSPReveal
  • Fixed the pillars outside 2nd shutter and forward spawn being too thick.
  • Fixed not being able to jump onto the lockers.
  • Fixed forward spawnpoints on mid.
  • Fixed spawnpoint order in last spawn.
  • Hiding spot above the second point is back, with a non-solid prop indicating where.
  • Sticky trap under the planks on second balcony is back, with a grate texture for the splash to pass through.
  • Improved overly agressive prop fadeout distances that were due to decompiling.
  • Worked on improving clips and blockbullets around the map.
  • Fixed several detailing inconsistencies with stock gullywash.

If you are aware of any issues with gameplay/visual/performance please come forward so it can be adressed and fixed.

Future changes: [F5 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.
[h]F4[/h]

[b]Download links: [url=https://tf2maps.net/downloads/refresh-cp_gullywash.10615/download?version=31925]TF2Maps[/url] - [url=https://github.com/tom288/Refresh/raw/master/Gullywash/cp_gullywash_f4.bsp]Github[/url][/b]

Again, mostly minor fixes. We recommend any leagues looking to run this map to use this version instead of the previous ones.

I would like to clear up a misconception I've heard several times: Stock gullywash is not a perfectly mirrored map. If you are going to compare angles, widths etc, use the RED side on stock gullywash for your comparison, as the Refresh version is based on RED side. Some things aren't "changed", they are different because the original map isn't mirrored.

[b]Changelog:[/b][list]
[*] Compiled with [url=https://tf2maps.net/threads/bspreveal-compile-tool-for-improved-in-game-visualization.44856/]BSPReveal[/url]
[*] Fixed the pillars outside 2nd shutter and forward spawn being too thick.
[*] Fixed not being able to jump onto the lockers.
[*] Fixed forward spawnpoints on mid.
[*] Fixed spawnpoint order in last spawn.
[*] Hiding spot above the second point is back, with a non-solid prop indicating where.
[*] Sticky trap under the planks on second balcony is back, with a grate texture for the splash to pass through.
[*] Improved overly agressive prop fadeout distances that were due to decompiling.
[*] Worked on improving clips and blockbullets around the map.
[*] Fixed several detailing inconsistencies with stock gullywash.

[/list]

If you are aware of any issues with gameplay/visual/performance please come forward so it can be adressed and fixed.

Future changes: [F5 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]
41
#41
refresh.tf
0 Frags +

F4a

Download links: TF2Maps - Github

Changelog:

  • Cubemaps

Apparently hammer saves two version of maps when you compile: One with, and one without cubemaps. I picked the wrong one last version :-(

[h]F4a[/h]

[b]Download links: [url=https://tf2maps.net/downloads/refresh-cp_gullywash.10615/download?version=31981]TF2Maps[/url] - [url=https://github.com/tom288/Refresh/raw/master/Gullywash/cp_gullywash_f4a.bsp]Github[/url][/b]

[b]Changelog:[/b][list]
[*] Cubemaps
[/list]

Apparently hammer saves two version of maps when you compile: One with, and one without cubemaps. I picked the wrong one last version :-(
42
#42
5 Frags +

You can shoot through the big pipe under mid point, which is not possible in final1.

You can shoot through the big pipe under mid point, which is not possible in final1.
43
#43
refresh.tf
2 Frags +

F4b

Download links: TF2Maps - Github

Changelog:

  • Pipe properly solid now

EDIT: Don't use this version, use f5a or newer.

[h]F4b[/h]

[b]Download links: [url=https://tf2maps.net/downloads/refresh-cp_gullywash.10615/download?version=32655]TF2Maps[/url] - [url=https://github.com/tom288/Refresh/raw/master/Gullywash/cp_gullywash_f4b.bsp]Github[/url][/b]

[b]Changelog:[/b][list]
[*] Pipe properly solid now
[/list]

EDIT: Don't use this version, use f5a or newer.
44
#44
refresh.tf
8 Frags +

F5

Download links: TF2Maps - Github

Changelog:

  • Fixed mid forward spawns having collision
  • Fixed texture misalignments across the map
  • Fixed height being two units too low in secret
  • Fixed wall thickness outside forward spawn
  • Added clipping ledges above main
  • Beam & pipe solidity changes
  • Added cabinet blockbullets
  • Added some prop blockbullets near launchpad
  • Removed the blocklights from the 2nd spawn doors that might have caused visibility issues
  • Removed collision from a few props in 1st spawn
  • Adjusted clipping in bigdoor

Credit to Collaide and Hondjo for working on this version

[h]F5[/h]

[b]Download links: [url=https://tf2maps.net/downloads/refresh-cp_gullywash.10615/download?version=33715]TF2Maps[/url] - [url=https://github.com/tom288/Refresh/raw/master/Gullywash/cp_gullywash_f5.bsp]Github[/url][/b]

[b]Changelog:[/b][list]
[*] Fixed mid forward spawns having collision
[*] Fixed texture misalignments across the map
[*] Fixed height being two units too low in secret
[*] Fixed wall thickness outside forward spawn
[*] Added clipping ledges above main
[*] Beam & pipe solidity changes
[*] Added cabinet blockbullets
[*] Added some prop blockbullets near launchpad
[*] Removed the blocklights from the 2nd spawn doors that might have caused visibility issues
[*] Removed collision from a few props in 1st spawn
[*] Adjusted clipping in bigdoor
[/list]
Credit to Collaide and Hondjo for working on this version
45
#45
refresh.tf
2 Frags +

F5a

Download links: TF2Maps - Github

Changelog:

  • Fixed shutter on second being stickable

All credit goes to Hondjo & Bereth for this update.

[h]F5a[/h]

[b]Download links: [url=https://tf2maps.net/downloads/refresh-cp_gullywash.10615/download?version=33878]TF2Maps[/url] - [url=https://github.com/tom288/Refresh/raw/master/Gullywash/cp_gullywash_f5a.bsp]Github[/url][/b]

[b]Changelog:[/b][list]
[*] Fixed shutter on second being stickable
[/list]

All credit goes to Hondjo & Bereth for this update.
46
#46
refresh.tf
3 Frags +

F6

Download links: TF2Maps - Github

Changelog:

  • Fixed lockers being non solid.
  • Fixed cubemaps.

Changes missing from the F5 changelog:

  • Updated func_door in cap 2 forward to be more representative of the prop_dynamic.
  • Tweaked the func_door in cap 2 so you can't hold up your own teams door without being able to enter.

All credit goes to Bereth for this update.

[h]F6[/h]

[b]Download links: [url=https://tf2maps.net/downloads/refresh-cp_gullywash.10615/version/34070/download]TF2Maps[/url] - [url=https://github.com/tom288/Refresh/raw/master/Gullywash/cp_gullywash_f6.bsp]Github[/url][/b]

[b]Changelog:[/b]
[list]
[*] Fixed lockers being non solid.
[*] Fixed cubemaps.
[/list]



[b]Changes missing from the F5 changelog:[/b][list]
[*] Updated func_door in cap 2 forward to be more representative of the prop_dynamic.
[*] Tweaked the func_door in cap 2 so you can't hold up your own teams door without being able to enter.
[/list]
All credit goes to Bereth for this update.
47
#47
refresh.tf
1 Frags +

F7

Download links: TF2Maps - Github

Changelog:

  • Improved some blockbullets.
  • Fixed last point not changing color after a capture.
  • Fixed alot of missing textures from final1 and texture misalignments
  • Fixed some floating props

All credit goes to Bereth & hondjo for this update.

If you haven't checked out our website, visit refresh.tf to see full changelogs and map comparisons.

[h]F7[/h]

[b]Download links: [url=https://tf2maps.net/downloads/refresh-cp_gullywash.10615/version/34675/download]TF2Maps[/url] - [url=https://github.com/tom288/Refresh/raw/master/Gullywash/cp_gullywash_f7.bsp]Github[/url][/b]

[b]Changelog:[/b][list]
[*]Improved some blockbullets.
[*]Fixed last point not changing color after a capture.
[*]Fixed alot of missing textures from final1 and texture misalignments
[*]Fixed some floating props
[/list]

All credit goes to Bereth & hondjo for this update.

If you haven't checked out our website, visit [url=https://refresh.tf/]refresh.tf[/url] to see full changelogs and map comparisons.
48
#48
2 Frags +
CollaideF7

Download links: TF2Maps - Github

Changelog:
  • Improved some blockbullets.
  • Fixed last point not changing color after a capture.
  • Fixed alot of missing textures from final1 and texture misalignments
  • Fixed some floating props

All credit goes to Bereth & hondjo for this update.

If you haven't checked out our website, visit refresh.tf to see full changelogs and map comparisons.

Sorry for the necro but is it possible to add this to a steam workshop page? I am working with faceit integration for tf2 6v6 and their servers pull from the steam workshop. It also has the benefit of streamlining updating the map. It will update automatically when the workshop is updated with it allowing for everyone to download your new version instantly through faceit.

If you would like to speak further please add me at https://steamcommunity.com/id/Cerbyy/
or on discord: Cerby#3742

[quote=Collaide][h]F7[/h]

[b]Download links: [url=https://tf2maps.net/downloads/refresh-cp_gullywash.10615/version/34675/download]TF2Maps[/url] - [url=https://github.com/tom288/Refresh/raw/master/Gullywash/cp_gullywash_f7.bsp]Github[/url][/b]

[b]Changelog:[/b][list]
[*]Improved some blockbullets.
[*]Fixed last point not changing color after a capture.
[*]Fixed alot of missing textures from final1 and texture misalignments
[*]Fixed some floating props
[/list]

All credit goes to Bereth & hondjo for this update.

If you haven't checked out our website, visit [url=https://refresh.tf/]refresh.tf[/url] to see full changelogs and map comparisons.[/quote]

Sorry for the necro but is it possible to add this to a steam workshop page? I am working with faceit integration for tf2 6v6 and their servers pull from the steam workshop. It also has the benefit of streamlining updating the map. It will update automatically when the workshop is updated with it allowing for everyone to download your new version instantly through faceit.

If you would like to speak further please add me at https://steamcommunity.com/id/Cerbyy/
or on discord: Cerby#3742
49
#49
3 Frags +
C3rby_CollaideF7

Download links: TF2Maps - Github

Changelog:
  • Improved some blockbullets.
  • Fixed last point not changing color after a capture.
  • Fixed alot of missing textures from final1 and texture misalignments
  • Fixed some floating props

All credit goes to Bereth & hondjo for this update.

If you haven't checked out our website, visit refresh.tf to see full changelogs and map comparisons.

Sorry for the necro but is it possible to add this to a steam workshop page? I am working with faceit integration for tf2 6v6 and their servers pull from the steam workshop. It also has the benefit of streamlining updating the map. It will update automatically when the workshop is updated with it allowing for everyone to download your new version instantly through faceit.

If you would like to speak further please add me at https://steamcommunity.com/id/Cerbyy/
or on discord: Cerby#3742

https://steamcommunity.com/sharedfiles/filedetails/?id=2610037819

[quote=C3rby_][quote=Collaide][h]F7[/h]

[b]Download links: [url=https://tf2maps.net/downloads/refresh-cp_gullywash.10615/version/34675/download]TF2Maps[/url] - [url=https://github.com/tom288/Refresh/raw/master/Gullywash/cp_gullywash_f7.bsp]Github[/url][/b]

[b]Changelog:[/b][list]
[*]Improved some blockbullets.
[*]Fixed last point not changing color after a capture.
[*]Fixed alot of missing textures from final1 and texture misalignments
[*]Fixed some floating props
[/list]

All credit goes to Bereth & hondjo for this update.

If you haven't checked out our website, visit [url=https://refresh.tf/]refresh.tf[/url] to see full changelogs and map comparisons.[/quote]

Sorry for the necro but is it possible to add this to a steam workshop page? I am working with faceit integration for tf2 6v6 and their servers pull from the steam workshop. It also has the benefit of streamlining updating the map. It will update automatically when the workshop is updated with it allowing for everyone to download your new version instantly through faceit.

If you would like to speak further please add me at https://steamcommunity.com/id/Cerbyy/
or on discord: Cerby#3742[/quote]
https://steamcommunity.com/sharedfiles/filedetails/?id=2610037819
50
#50
0 Frags +

Thanks!

Thanks!
51
#51
refresh.tf
2 Frags +

F9

Download links: TF2Maps - Github

F8 Changelog:

  • Last point shutter trigger now matches original.
  • Improved splash near second point.
  • Fixed light emitting wrong color on last.
  • Minor visual & aesthetic fixes

F9 Changelog:

  • Fixed cubemaps.

All credit goes to Bereth, hondjo, hoi and me for these updates. Updates happened a while ago, just making post here now.

If you haven't checked out our website, visit refresh.tf to see full changelogs and map comparisons.

[h]F9[/h]


[b]Download links: [url=https://tf2maps.net/downloads/refresh-cp_gullywash.10615/download]TF2Maps[/url] - [url=https://github.com/tom288/Refresh/raw/master/Gullywash/cp_gullywash_f9.bsp]Github[/url][/b]

[b]F8 Changelog:[/b][list]
[*]Last point shutter trigger now matches original.
[*]Improved splash near second point.
[*]Fixed light emitting wrong color on last.
[*]Minor visual & aesthetic fixes
[/list]

[b]F9 Changelog:[/b][list]
[*]Fixed cubemaps.
[/list]

All credit goes to Bereth, hondjo, hoi and me for these updates. Updates happened a while ago, just making post here now.

If you haven't checked out our website, visit [url=https://refresh.tf/]refresh.tf[/url] to see full changelogs and map comparisons.
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