ClearCut B16a
An alpine themed competitive KoTH map. Featuring in RGL 6s Season 3.
Nine Classes! - B16
Why can't I help?!
This update is a return to map making with Clearcut, and as such its a bit of a shakeup for the gameplay. No longer will spy be forced to go through 2 sticky traps, and tight paths to get across point. Now all nine classes can pass through the point over the roofs. Flanking potential has increased while remaining easy to spot unlike past attempts at this. This does mean classes like sniper, spy, engineer, and heavy will have new places to stand, fight, build, etc. Additionally, I'm attempting to nerf the bunker meta that has stuck since the introduction of the strategy. Soldiers and demos will be able to throw projectiles into the room from roof, making the job of protecting it more stressful. I hope this makes bunker holds harder, but not impossible.
If this causes significant issues in terms of balance, then please speak your piece. I will have my ears open, and will be ready to change the map to accommodate.
B16a
Change log:
B16
Change log:
Game Play:
-The glass pane in the window of bunker house has been removed, and will now allow players to fire through it.
-Roof now has 2 crouch jump paths, and can now be accessed by all nine classes.
-Engineer can now build on roof.
-Added a cubby on the left side near the new roof access.
-Crates on the battlements have been removed.
-There are new crates on the point side of main house, this will allow all classes access to the top of the smaller shed.
Fixes:
-Lowered trigger on capture point to stop players from capping while on roof.
-Added clipping on Red crane house to stop rockets from being eaten when they hit window props.
-Fixed clipping on main house.
-Fixed clipping on Blu bunker house.
-Fixed clipping on Blu crane house.
ClearCut is a map that has taken the better part of 5 years to create. From the start it was called WaterFront which was my first map posted here. Against better judgement I decided to continue working on it and revising it again and again. This has not only taught me more about how I can build off of a pre-existing idea, but how I can also change my approach every time I come back to it. The changes have been so numerous and different that I could probably consider it a joke at this point. To tell people that WaterFront was the first version, I can hardly believe it myself.
Why can't I help?!
This update is a return to map making with Clearcut, and as such its a bit of a shakeup for the gameplay. No longer will spy be forced to go through 2 sticky traps, and tight paths to get across point. Now all nine classes can pass through the point over the roofs. Flanking potential has increased while remaining easy to spot unlike past attempts at this. This does mean classes like sniper, spy, engineer, and heavy will have new places to stand, fight, build, etc. Additionally, I'm attempting to nerf the bunker meta that has stuck since the introduction of the strategy. Soldiers and demos will be able to throw projectiles into the room from roof, making the job of protecting it more stressful. I hope this makes bunker holds harder, but not impossible.
If this causes significant issues in terms of balance, then please speak your piece. I will have my ears open, and will be ready to change the map to accommodate.
B16a
Change log:
Minor Patch:
-Added back the crates on battlements.
-Made the props in previously mentioned windows also not solid for bullets and projectiles.
B16
Change log:
Game Play:
-The glass pane in the window of bunker house has been removed, and will now allow players to fire through it.
-Roof now has 2 crouch jump paths, and can now be accessed by all nine classes.
-Engineer can now build on roof.
-Added a cubby on the left side near the new roof access.
-Crates on the battlements have been removed.
-There are new crates on the point side of main house, this will allow all classes access to the top of the smaller shed.
Fixes:
-Lowered trigger on capture point to stop players from capping while on roof.
-Added clipping on Red crane house to stop rockets from being eaten when they hit window props.
-Fixed clipping on main house.
-Fixed clipping on Blu bunker house.
-Fixed clipping on Blu crane house.
What Is ClearCut?:ClearCut is a map that has taken the better part of 5 years to create. From the start it was called WaterFront which was my first map posted here. Against better judgement I decided to continue working on it and revising it again and again. This has not only taught me more about how I can build off of a pre-existing idea, but how I can also change my approach every time I come back to it. The changes have been so numerous and different that I could probably consider it a joke at this point. To tell people that WaterFront was the first version, I can hardly believe it myself.