Hardwood

Hardwood rc4

Helping engineers on A and B
Minor clipping and bug fixes too
Removed B rock jump, i didnt like how it broke the upper lobby for blu
added window on B for red
reduced B and C cap times
more optimisation
more clipping
more C detailing
new setup gates (ty emil)
maybe more
Updated detailing around C primarily (and detailed forward spawns)
Added some new prop fades
Improved clipping
Fixed miscellaneous bugs with the skybox and props
Updated hint brushes
Tried to highlight lower route on C better
For this update, I've made a lot of small improvements to optimisation;
- implemented propfades for most of the props in the map
- added areaportal windows
- cut down on excessive numbers of rock props
- replaced a lot of sequoias in the skybox with displacement cards

and gameplay;
- full map clipping pass (should be a lot better)
- made a full ammo on C into a medium to help blue a little
- blocked red vision of left blue flank to the red highground on B; this should hopefully help blue both push in, and set up proper defense against red players trickling through and getting behind blue team
- custom props missing collisions should be fixed with this update too.

Hopefully this won't introduce many new issues.
Thank you to those on tf2maps and THG who tested b2, and to Defcon for some optimisation feedback,
Nearly 10 months since beta 1 released, 3 years 9 months since the original release, and 46 versions later; beta 2 is complete. Most detailing should be finished by now, and optimisation is now the main thing I'll be looking at. Thank you to everyone who's given feedback along the way.

Asset credits:
thin pines - Diva Dan
sequoias - EArkham
cap point base, C point hero props, cables, and winches - Emil Rusboi

Screenshots:
cp_hardwood_b20019.png
cp_hardwood_b20021.png
cp_hardwood_b20023.png
cp_hardwood_b20024.png
cp_hardwood_b20026.png
cp_hardwood_b20020.png
cp_hardwood_b20022.png
Fixing clipping at C and B, and adding chickenwire on fences at A - thanks @Gravidea for pointing these out
It beta 1 now
Small layout changes around C, in addition to full map detailing.
Spawnrooms and skybox rendering issues to change in B2, as well as some general detail refining.
Thanks to @Emil_Rusboi for detailing feedback and models at C, Lucky for optimisation help, @Wilson and Chin for detailing feedback.
Screenshots:
cp_hardwood_b10034.png

cp_hardwood_b10035.png

cp_hardwood_b10036.png

cp_hardwood_b10037.png
*Removed 2nd lower door, moved door further back (now it's flush with the inner edge of the balcony) - the lower C door is now less exposed and snipers have to go slightly more into last to get a sightline
upload_2020-6-24_15-44-47.png



*Changed geo of balcony area - the left route is now flush with it to allow for easier rotation back onto the balcony, the roof over that area has been lowered, the large column has been made flush with the central staircase up
*Widened the left route, removed moneyfaces, added a large pipe structure to draw the eye w/ colour contrast
upload_2020-6-24_15-44-25.png



*Made red's forward smaller and raised the base of it to facilitate the new stair changes - the geo of them is now less jank
*Moved the right route entrance further back, added a light to highlight it to attackers like the sniper window on B
*Moved the staircase to upper area on the right route to the side - now you're able to get to it faster as a blu player
*Moved in the walls of the lower right route more to focus players better
*Pushed the exit dropdown back slightly so the route doesn't penetrate as far and a blu player must commit a bit more to hit sentries on the left platform
upload_2020-6-24_15-44-12.png

upload_2020-6-24_15-45-9.png
upload_2020-6-24_15-45-15.png



*Added a cubby at last for spies, and a crate on the right (defender's view) platform + deepened it, again to provide a better spy decloak position
*Replaced barrels in left (defender view) structure with audunite crates to prepare for beta theming + to slightly alter geometry. Thanks to emil for creating the texture
*Turned cover onto last into glass so blu has a better idea of what they're pushing into
*Widened the left forward cover (defender view) to hopefully encourage players to use it more, the dropdown is also not as effective anymore so hopefully red can control the doorway a little more
*Lengthened the cover on the right (defender) balcony so sentries and dispensers can fit behind more easily
*Changed geo of the staircases out of spawn a little to make the way back to spawn ever so slightly faster
upload_2020-6-24_15-45-34.png
upload_2020-6-24_15-45-42.png
upload_2020-6-24_15-45-49.png



*Misc changes across the map such as fixing clipping on a ramp



Huge thanks to prestige, smig, and I dinne ken for suggestions on what to change at last. I may fix things up a little more in the next few versions, depending on how this plays.

Custom audunite textures by emil
This minor update brings:
*Increased blu respawnwavetime by 2 seconds for C
*Removed the pillar on C
*Reduced red respawnwavetime by 1 second

Working on hardwood_b1 currently, just want to put these small changes out to reflect how it'll be in the beta and see if they affect blu rolling last so often. I may have to change up respawnwavetimes a little more later on, if this doesn't help enough.
Geo in the lobby area of C will also change slightly, I hope it doesn't affect things too much
People seem to really enjoy the map, I'm quite happy with it too. This update is mostly small tweaks, could probably pass for an a35a tbh.

*Widened lower doorway in pre-C lobby (right one) and right C->B doorway

*Brightened up some areas around B and C

*Clipped some walls/lips around B

*moved the tree in front of the A forward + added a sign, hopefully players are lead past A more? I might move the spawndoor a little if this isn't enough

I'll fix up any graphical issues like skybox issues/badly lit trims/non-skybox sequoia tops in beta