Coppice

Coppice rc1

i think i burnt myself out pretty hard with this - a whole iterated, artpassed map in a month and a half, and fourth place in a contest! happy with that. after some post-contest tweaking, i'm content to call it finished with this last bit of spitshine. nothing's perfect, for sure, and the gameplay coppice offers isn't for everyone - but that's alright! good enough is good enough, and i gotta call things done at some point. :)

coppice can now be found on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2666508881

rc1 changelog:

- fixed a perch spot on the barrier outside of BLU spawn
- fixed missing blockbullets on stairs at A high ground
- fixed missing blockbullets on wooden area outside of A
- fixed a part of BLU first spawn not being covered by func_respawnroom
- fixed z-fighting in BLU first spawn
- fixed a perch spot near B
- fixed medium health kit on high ground above BLU forward for C not being killed when the area gets blocked off
- remembered to update the soundscapes script filename this time
b2 changelog:

During contest playtesting, people learned how to play the map, new strategies emerged, and the balance shifted dramatically in places. This version is aimed at addressing these discovered imbalances.
- Named the map Coppice
- Fixed red arrow sign clipping through ceiling at A when receding into the ground on A capture
- Made walkable chickenwire darker to be more easily readable
- Increased setup time to 70s (from 60s)
Changes to A:
- Added back barrels by the raised area
- Changed ammo pack by cap zone to full (from medium)
Experienced BLU teams could quickly crush RED on A. These changes will allow engineers to better establish and hold.
- Switched the back wall to bricks for better material distinction with B.
- Clipped windowsill
Changes to B:
- Changed health pack by BLU dropdown to medium (from small)
- Removed slow doors, rerouted that flank
- Added medium health and ammo to rerouted flank
- Extended capture zone outside of the main building
- Shuffled around some props in/near the capture zone
Changes to C:
- Brought BLU spawn for C forward to the other side of the bridge - it's now just behind B point
- Added extra medium health and ammo by the stairs up to the high ground
- Changed ammo pack at BLU hold point to full (from medium)
- Changed ammo pack in tunnel to medium (from small)
- Reduced C capture time to 3 (was 8)

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b1c changelog:

- fixed RED's side of the B short route opening half as fast as BLU's side
- minor clipping fixes
- fixed a few small nonsolid props
- visual touch-ups
b1 changelog:

- artpass!
- fixed sniper headbug at C
- made it easier to climb the rocks at the back of C

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a7 changelog:

- fixed door timings on A capture
thought i named some doors separately and didn't think about it when setting a delay. oops.
- readded a missing brush by the fence near the bridge
- B changes:
-- changed back wall. RED have direct access to the point and high ground area now.
-- switched positions of full and medium ammo near capture zone
-- added medium health kit to back staircase
- C changes:
-- blocked up middle window at high ground

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a6 changelog:

twice during a single test RED had an extremely strong hold that has never happened before. hopefully that was the exception and not the rule. the strongest A hold has been weakened a bit, in case it was because people are more familiar with the map now.

- A changes:
-- moved pickups to a more vulnerable position
-- reduced capture time to 30 (from 35)
-- added a window by the raised area beside the capture zone
-- punched a really big hole in the wall (i am very strong)
- B changes:
-- added an extra route for RED to access the elevated area beside the point without having to extend forwards
-- added a high ground above the capture zone with medium ammo and some cover
-- the short route now opens very, very slowly
-- jiggled the bridge around
this should be more of an actual combat space now, though definitely on the tighter side. if this plays well but still proves too confined, i'll try and add more routes that aren't just One Fucking Bridge. i promise.
- C changes:
-- opened up part of the high ground
blast classes will find it easier to spam and blast jump here.
-- widened the staircase from main to high ground
less of a choke and more of a combat space now, hopefully.

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a5 changelog:

- lowered the rock by BLU first spawn to make it harder to get cheeky jump shots over the shack roof
- A changes:
-- increased capture time to 35 (from 30)
- B changes:
-- removed small health and medium ammo in the short route
-- added medium health and full ammo by the boarded window
RED should be encouraged to hold around the point building and adjacent areas instead of forward where they'll be wiped and rolled.
- moved health+ammo before bridge back into the corner
making these pickups more in-the-way did, as intended, make RED team feel like they could hold the area more. unfortunately, this meant that they were mostly dead when BLU pushed through, and B never got contested. oops!
- adjusted BLU's side of the bridge to make it a little less cramped feeling
- added a shortcut door between B and C to decrease travel time. the door closes when B is captured.
- C changes:
-- increased BLU respawnwavetime to 3 (from 2)
-- blocked middle window and added glass to the near window of the small building at C
i had originally left the mullioned windows open to try and indicate that they were only playerclipped, but it seems like even through a few versions people never got used to it. fair enough, my bad.
-- replaced separate dropdown and staircase in the back of the flank with a single stairwell that connects main, basement, and upper
- moved resupply cabinet in RED last spawn way further from the door
- RED spawns closer to the doors of their last spawn while defending B

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a4 changelog:

please stop praying for BLU team they have become too powerful and we cannot stop them

- round timer caps at 8 minutes (down from 10)
- RED respawnwavetime starts at 7 (down from 8)
- A changes:
-- capture time increased to 30 (from 10)
BLU taking A tends to be fairly decisive, and RED had a hard time establishing at B before BLU arrived. this should give RED some time to breathe.
-- A capture awards 4 minutes (down from 5)
-- added a slight bit of cover before the entrance by the chickenwire
-- added some small cover and a prop jump up to the higher ground by the other entrance
this should help RED feel safer in holding on the point instead of behind.
- B changes:
-- capture time increased to 20 (from 12)
similarly to the first point, RED were left scrambling after a B capture.
-- B capture awards 5 minutes (down from 6)
- C changes:
-- RED respawnwavetime decreased to 8 (was 10)
forgot freezecam adds around four seconds. whoops.
-- added a dropdown into flank
RED had little options to dislodge BLU from the high ground. another rotation into the flank should help.
-- switched out a blocked door from wood to chickenwire
most RED players did not realise this was a route. visibility in helps see that it exists and if BLU are pushing through it.
-- added some extra resources near the point
-- blocked a headbug
- moved some pickups before the bridge forward a little bit
a3 changelog:

- changed A
-- moved outside pickups into a slightly more vulnerable location.
A played about how I wanted it to, although it fell a little too decisively for some players' likings.
- changed B
-- removed Window Gameplay
it was an interesting idea but not appropriate here. RED got easy shots from a pretty nasty defensive position and players didn't expect it to be open, wanting to focus on fighting in the choke instead of through the windows.
-- added another route into point building
this should give BLU more opportunities to dislodge engineers and will pull some of RED away from the other side of the B approach.
-- added large ammo pack to high route
engineers should feel more comfortable setting up forward positions here.
-- added ledge to high route to allow attackers to clear the area a bit before committing
-- opened up small back corridor a bit and added small pickups to help spies
-- filled a blind corner that BLU could have trouble clearing
- changed C
-- opened up second C approach through main route
main was a huge choke corridor you had to majorly commit to - attackers now have another option for approaching the point. engineers were too hard to dislodge, so an extra angle should help with that.
-- improved player guidance
main didn't stand out and was easily missed - some detail density should draw players' attention.
-- opened up middle window of the small flank building
holding this building should require more significant effort from RED. an extra open window drastically reduces the amount of cover it provides from the opposite windows.
- improved player guidance when leaving BLU forward for C
- fixed RED forward spawn door trigger not disabling on A capture
- clipped a bunch of metal sheets i ignored until people complained about them

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a2 changelog

- changed A
-- the capture area is further away from RED's entrance, allowing the previous direct entrance to act as a flank
-- added a medium health kit nearby the point, positioned to help whoever's holding the capture zone
- changed B
-- rearranged bridge interior to make it a better combat space
-- RED should find it easier to push out and clear the high ground
-- high ground does not go as deep into the flank now
-- added a small area for BLU to safely avoid the sniper sightline on the low ground path
-- removed forwardmost half of capture area
-- increased amount of cover in capture area
-- raised horizontal mullions and made mullions nonsolid
- changed C
-- large changes to BLU approaches and RED routing
-- actual designated engineer zone
- fixed teleport trigger in RED forward when it closes
clients flag isn't checked by default. every fucking time.
- fixed delay on RED forcespawns when a team is captured
turns out i might've been forcefully spawning half a team into gay baby jail.
- clipped shack before A
oops.
- fixed trigger on oneway door near A
- fixed C cap plate not changing skin on capture