...Better Than Ever.
The map has seen significant changes over the course of the last few months since B6 released on a separate download( which has now been removed and can be found here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1530353553 ).
Since I took so much time off to work on college, progress became slow, but over winter break I finished up most of the issues and have polished it nicely before release. The map is almost completely different in terms of layout and looks. Below is my attempt to log every change.
Change log:
-Layout:
-Right side transition now faces the spawn door more and is larger to make jumps easier.
-Right transition has an been raised to make those who push through have high ground over those holding the area in front of transitions.
-Right transition has a new door and platform that can only be reached by soldiers, scouts, and demos.
-Interior of left and mid transition has been separated and no longer interacts with each other besides fences that lets you see into the other area.
-Left transition has been lowered, and the staircase has been shortened because of this.
-The ground in front of left transition has been lowered and sloped to reduce the value of spam and to meet the new height of left side transition.
-Pulp has been redone to make a better interior that better supports attacking teams and not so much the defending team.
-Nest can now be jumped around as the platform between pulp and nest is now extended towards the staircase.
-Barriers have been put in between nest and pulp, pulp and right side out of bounds. This has been done to prevent the gigantic jumps that demos could once achieve.
-Nest side stairs have been redone to be easier to traverse.
-House has had it's interior redone and is now impossible to hide in the upstairs area. It is also sporting a prototype pathway into cubby that could be beneficial to combo.
-Shed has been completely redone and now has an interior staircase to a small health and ammo kit as well as a ramp to get up to roof.
-Tower has been moved to hinder sight lines and provide more cover for heavy. A staircase on the side of the points platform has been added and the platform above now faces away from the point with a crate on top. This crate can be used to perfect double crouch jump onto roof.
-Optimization:
-The skybox has been better molded to the map to reduce the amount of visleafs that were created before hand.
-Certain parts of the map have been changed to non func_detail in order to provide a way to block line of sight to other areas of the map.
-Visual:
-The overall lighting has had a look at and it shouldn't provide as many horrible looking areas a before.
-Multiple props have been moved or deleted to remove lighting glitches.
...And so many, many more changes. I am honestly unable to list all of the changes I ever made after B6 for a lack of keeping track. Hopefully the list above provides enough to get a gist of what has changed.
ClearCut is a map that has taken the better of 4 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 changed my approach ever time I come back to it.