Hacksaw

Hacksaw rc1b

  • Fixed missing staircase in BLU base
  • Fixed floating tree props outside RED spawn
  • Fixed a few problematic brushes
  • Fixed leftover Bonesaw textures on BLU barn
  • Added finale FX including various sounds, particles, and animations
  • Ported all gameplay, optimization, and aesthetic changes from Bonesaw
  • The finale now takes 33% longer to hack
  • Hacking percentage now increments every 5% instead of every 10%
  • Reworked the barn windows
    • Fixed clip brush that was blocking a red team window
    • Added small platform outside of each barn window
    • Turned a window into a door
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  • Cleaned up some lamps to have no collision and block less sight
  • Lowered fences behind computer terminals and cleaned up their collision
  • Restored battlements pipe to return some flankability to each team's upper base
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  • Slightly increased the strength of the silo wind tunnel
b8 hasn't been tested yet, but I wanted to get a change out of the way anyway.
  • Added houses around the launch platform to add more sensible cover and block erroneous sightlines

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  • Fixed up some clipping around the silo
  • Fixed red side not having a piece of cover near the cliff huts, and added another small piece to both sides
  • Optimized more lightmaps and visibility
  • Reworked the rocket launch area
    • Lowered height of launch platform wooden walls
    • Added additional wooden walls for cover
    • Removed middle entrance to launch platform, you will now have to walk around
    • Reduced cover around the capture zones
    • Moved the rocket into the silo and replaced it with an air vent, like a less-clunky version of the old exhaust vents
    • Moved silo full ammo pack to the cliff
    • Brightened and opened second window of each team's barn
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  • Extended doorways for cliffside houses
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  • Added more SFX to the computer terminals
  • Trimmed the corners of some occluders that were culling stuff too soon
  • Adjusted areaportalwindow distances
  • Added chickenwire to wooden fences to make them bulletproof
  • Removed middle sniper balconies
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  • More detailing tweaks
  • Fixed detail sprites poking thru brushes
  • Fixed gaps in payload track models
  • Fixed more perch spots
  • Fixed being able to stand on some large trees
  • Smoothed clipping around more beams and objects
  • Removed collision on OOB props
  • Optimized more lightmaps

hacksaw b7​


I changed a lot in this version, so I've broken it up into gameplay, optimization, and art.
  • Gameplay changes
    • Removed the func_push fences around the map, making all of the wooden fences consistent
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    • Removed clipping around the now un-fenced cliffs, so that you can jump across more of the pit
    • Removed walkable pipes in each team's battlements that made it too easy to flank players nesting in the upper floor
    • The upper floor's fence has been replaced with a single open window to provide more cover
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    • Fixed some bits of unwalkable displacements
  • Optimization
    • Added lots of areaportalwindows around the map to make some spots unload when they should
    • Largely reduced overall amount of props
    • Replaced all retaining wall props with brushes
    • Extended retaining walls near the payload starting area to add a bit more cover and occlude more models
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  • Art
    • Touched up various detailing around the map, breaking up some larger walls and adjusting all of the vistas
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    • Prettied up some of the sniping windows to look more visually consistent with other windows across the map
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    • Added custom detail sprites to replace grass props
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    • Fixed various props that were duped and overlapping

Hacksaw b6​


  • Redid the 2d skybox
  • Tweaked environment lighting
  • Increased outdoor fog start distance
    • Before:
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    • After:
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  • Disabled collisions on crows
  • Optimized occluders
  • Removed door in finale that overlooked the cliff
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  • Fixed a rock far from the cliff that could be stood on

Hacksaw b5​

  • Added some clipping steps around various ramps to make traversal easier
  • Added screen text that displays hacking progress for both teams (it will have some improved effects in RC)
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  • Made payload nodes at the first crossover smoother
  • Fixed some instances of hacking warning noise looping when hacking wasn't in progress
  • Fixed incorrect texture scaling on balconies
  • Fixed doorways with no clipping
  • Lowered intensity and changed color of indoors fog
  • Added some arrows to sniper window interiors
  • Added smooth clipping against lots of retaining walls
  • Fixed perchable OOB rocks and loudspeakers
  • Fixed some instances of soundscapes loading incorrectly when outdoors
  • Fixed RED cliff rollback zone being slightly longer than BLU's
  • Cleaned up some OOB details
  • Added some more wires for detail