Haywire

Haywire RC5

RC5 CHANGELOG
- Decreased BLU respawn time on second point
- Increased RED respawn time on second point
- decreased metal and HP drops on second point so it's less campable
- Added a wheel to move over the wooden wall around the second point
- Further optimization process.
- Fixed being able to enter RED's forward spawn as BLU after capping second(Thanks Alexis)
- Adjusted certain prop heights so they arent floating anymore
- Fixed missing texture around Last
- Gave each point individual names!
- Fixed an exploit to get out of the map
- adjusted some props
- fixed visible nodraws
- aligned several textures
- increased RED respawn on last to prevent stalemates
- removed small healthpack in the shack with the big window at Last
- turned the small healthpack at the tower to a medium one
- turned the medium healthpack at the roof-plate cover into a small one
- Optimized Map

Hopefully the FINAL version of Haywire so I can stop annoying Server Owners with updates. Optimization dont will *hopefully* allow Servers with 28 players to run the map with a constant 60 FPS on open areas.

Cheers!
RC3 is mostly there to fix a few bugs, adjust a few gameplay related things and also add a tiny bit of optimization and misc stuff.

NOTE: RC2 has an exploit that is very much potentially gamebreaking, if you are a server owner, I heavily recommend updating to RC3.

Nonetheless, here is the changelog.

CHANGELOG RC3:
- Fixed two exploits allowing Engineers to build in unintended locations.
- Optimized the last point further
- Adjusted lightning in the Cowjail-Cave
- Added Cameras across the map
- Fixed a few visible glitches
- Adjusted respawn times ever so slightly in favor of RED.
- Replaced the ugly slopes with stairs!
- Toned down HDR a bit so it's less bright.
- Added a sun.
- Disabled collisions on a variety of pipes
- Added a barrel at the wooden wall around the shortcut of BLU's spawn to allow defenders to jump over it
- Disabled shadows on a variety of props so they look less jarring
- Signs now have collisions
- Adjusted several textures so they align properly
- You can no longer get stuck at the fence around the second point
- Adjusted soundscapes for a more pleasurable gaming experience.
- Decreased explosion-radius of the final Cap bomb so you no longer die when miles away
- Added an extra arrow for RED to follow.
- Updated the Download with new Screenshots because I forgot I had my aliasing off + to show the new stairs and cameras
- Added a Steam workshop link to the original post

Once again thanks for all the overwhelmingly positive feedback and bug reports! I never expected such a positive outcome, but I sure as hell am happy about it!

See ya!
This version will mark the end of Haywire's development, and I'm really happy how it turned out.
This map, being my second, taught me a lot about hammer, but even more about people, balancing, and what to do with feedback, given my first map was more of a "proof of concept" release for myself.

I've had people I respect a lot that made a lot of amazing stuff for TF2, including maps tell me that areas or certain things about the map are great and fun, but at the same time had the same genre of people tell me certain areas are bad, and that I'd have to rework them.
What I ended up doing is just trying to make the map good for as many people as possible; I learned that I can't make a Map perfect for everyone and that I just sometimes have to disagree or discard some feedback, which sometimes feels bad if I see that a fair size of players don't see a problem with it.
Overall Haywire has been a great learning experience, and in my eyes, a moderately nice map I hope people will enjoy on playing if they get across it.
But enough useless monologue, here is the changelog for RC2:

- Gave BLU more time after capping A
- Increased RED respawn after BLU caps A very slightly
- Added collisions to the Capture Points
- Disabled collisions of small props inside the spawn of BLU for fluid jumping around.
- Moved a metal plate at BLU's spawn so you no longer get stuck on it
- Lowered cement at the choke around BLU's spawn to allow players to get up without jumping.
- Moved a sign ever so slightly so it aligns better
- Made the Cow Jail at the final point less boring looking by adding some patches to it
- Added a hazard stripe at Last so people pay more attention to the fact that it's a deathpit
- Compressed file size
- Moved a staircase so it doesnt awkwardly clip through a wall anymore

Thanks to everyone that bothered to test Haywire, submit feedback, helped me through some Mapping issues or left some warm words on the thread or the Playtests!

Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1308849071

I'll be taking a break from Mapping for now and focus on school stuff, but you'll see me again on a new map soon(tm). And maybe Ill return to Uturn and try to make it into something that's not awful, who knows.
After several map tests and feedback of friends, strangers, and enemies, the map is at a point where I am personally happy with it and seemingly others, too.

I aim for this version to be final, but if the next test ends up with some technical issues, Ill obviously fix them.
As far as looks and gameplay goes, these are very much final.
Thanks for all the input and feedback to make Haywire as good as it can be!

CHANGELOG:

- Changed lightning a bit.
- Changed the color of the wall around Last from red to white.
- Lots of optimization!
- Added frogs
- Adjusted respawn time of BLU after capping first
- Fixed the Announcer screaming the wrong lines when capping points as BLU.
- Moved a support beam at the cave so people dont get stuck
- Reduced the number of lights at BLU's primary spawn so it's less bright.
- Added smoke.
- Clipped some support beams so you dont get stuck anymore.
- Moved some props so they dont float
- Adjusted the metal plate at first so it isnt floating anymore
- Adjusted HDR so it isnt burning your eyes away anymore.
- Bot Support! Now you too can play Haywire without friends.

Once again thanks a bunch for all the testing and the feedback!

See you next map!
- Added Soundscapes for their respective locations.
- Added several lights to make gameplay spaces which were too dark not too dark anymore
- Further optimization
- Increased Respawn Time of RED on third, decreased it on First
- Increased Setup time by 20 seconds to allow Engineers smoother setup and to allow people to be dorks infront of the windows for longer
- Moved McJohn sign so it stops floating
- Fixed an issue that caused HDR to go haywire (heh)
- Added even more Arrows
- Now includes modified Attack/Defend entry-messages
- Properly clipped BLU Spawn door
- Fixed overlapping brushes on RED last

TO-DO:
- Further optimize
- Fix any small issues that might arise
- Release

See you next test!
This Update is experimenting with the balancing of the map, as many have replied that both Second and Third arent really defendable.

CHANGELOG:
- Moved the first point into the hut with the deathpit
--expanded the ground of the deathpit a bit
- Moved the second point into the double hut with the sniper sightline blockers
--Added a closed door to RED's forward spawn to block an unwanted sightline
--Also added some props to block a sightline to prevent snipers sniping the point from their spawnroom
-- The tunnel is now one way for the time RED has the third point under their control so BLU doesnt have an easy way of spawncamping.
-Moved the third point ever so slightly back
-Added a rollback area at:
- The hill at BLU's spawn
- The hill before third
Added a rollforward area at:
- The sledge at RED last
- Blocked an unwanted sightline at RED Last under the slope.
- Reduced the thickness of several roofs
- Adjusted time and respawn times for better gameflow and to prevent rolls
- Optimized the RED BREAD hut to prevent FPS loss
- Made the generator infront of BLU's spawn solid
- Scaled water texture up so it doesnt look weird anymore
- The Payload Explosion now gibs people.
- SWIFT WATER has gone bankrupt during the development of Haywire, say hello to MCJOHN WATER
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Cheers.
Hey. I've tested the map again and fortunately, most of the reactions were rather positive to both the looks and the gameplay! However there were still some hiccups, which I hope to have fixed in this patch.

If nothing else comes up, chances are the next step will be the final release. Haywire has been taking up a large chunk of my time as of late, afterall.

Either way, here is the Changelog:

- Adjusted respawn times for the first point to give BLU a higher edge, even in unbalanced teams.
- Added a variety of sniper sightline blockers to make sniper less powerful on the first point and reduce the amount of weird sightlines
- Made certain areas of the map prettier
- got rid of the stupid Cave-lights and replaced them with a lantern.
- Explored the advanced technology of windowframes for the two windows on Last so people stop mistaking them as open windows.
- Removed misleading arrows, added leading arrows to make the map less confusing
- Added BLU patches on the payload track to give BLU players an easier way of orientating themselves.
- Added a deathzone for the payload cart explosion!
- Added Cameras for spectators! You no longer face a big, red texture when loading into the map, how great.
- Added Clouds in the skybox so the sky doesnt feel as empty.
- Added some buildings and fences in the pre-skybox area so it feels less empty.
- Reworked the lightning! Goodbye black props, hello not black props.
- The long, empty white corridor of BLU's initial spawn is no longer empty!
- Added several nobuild areas so Engineers cant get out of the map via cheeky teleporters.
- Optimized the map. People should no longer get FPS drops around A/B.

Cheers!
After having worked on the map for roughly a month to two non-stop, I'm happy to say that I'm finally done - not entirely of course, but the Map is very close to a releasable format, and all that's left is polishing.

This update is essentially just this: Detailing. Props, doorframes, textures, details - everything to make the map look like an actual map and not a roblox prototype, there are other changes aswell, though, gameplay-related.

CHANGELOG:
- Updated the entire map with props, textures, details and essentially gave it an artpass!
- Adjusted Respawn times for the third point to give BLU a slightly better edge.
- Added a barrel around the second point to access the highground on the cement catwalk.
- Adjusted the Playerclips so blast jumpers of any kind no longer get stuck.
- Expanded the Tunnel around last
- Moved the healthpack on the middle building of second
- Re-designed interior of the In-door Deathpit Shack™ and added windows, alongside of a secret window to rocket jump up to
- Fixed getting stuck around the Spawn Door of RED's forward spawn

WHATS NEXT:
- Figure out several lightning issues.
- Fix any kind of exploit that might pop up
- Make the skybox-area a little bit prettier since im not that happy with it.
- Actual release

I've updated the OP with Screenshots of the new map look; Any feedback is appreciated!
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Cheers!
- Adjusted Respawn times again focusing on Third.
- Fixed Supply Cabinet not working after capping second for BLU
- Added an Extra Arrow around red's forward spawn that literally stands on the track so people cant avoid looking at it
- Fixed some brush oddities
- Moved spawns ever so slightly forward when capping second so BLU doesnt have to walk too much
-Fixed several stupid and overly long sniper sightlines:
---
At B:
---- Moved rock a bit so you cant snipe out of the hut anymore.
---- Added Planks to some walls and moved some walls to make sniping from the spawn area essentially impossible.
---At Last:
----Moved RED's left spawn exit below
----Added a fence to the exit of the hut to the left of the middle building
----Added a fence to the exit of the right spawn
----Added a "bridge" with a fence from the middle building to the right hut
----Added some planks to the exit of the hut left of C.