Hardwood

Hardwood rc4

This update brings:
*Made B harder to attack by giving red a proper sentry spot - a new platform where the nobuilt block was
*Made the doorway at A's house roof wider slightly
*Removed blu's highground fence at C and replaced with a handrail, so now the highground has an actual use instead of being a pointless dropdown
*Changed the centrifuges into models to hopefully solve a cutlinked list overflow error
*Lowered C slightly and clipped the lip (sorry psy)
*Moved a pickup at C
*Clipped some things
*Fixed a visible nodraw

I'm considering moving the red highground at C back a bit so they can better cover the point itself + see people on it

Screenshots of A20:
cp_hardwood_a200002.png
cp_hardwood_a200000.png
cp_hardwood_a200001.png
This update brings:
*Changes to the post A and A areas so that blu must go up an incline after A, and has a harder time getting onto red's highground
*Blu highground on C isn't as good now
*Blu has less of an area from which they can shoot red sentries on C
*Moved C's full ammo more to the centre
*Probably more changes I'm forgetting

Later, I'll fix the blu forwards and such. Just want to get this down first based on wilson's advice on the points
This update brings:
*C point area is now better
*Blu now has another entrance in
*Removed water at B
*Fixed planaria pickup
*Added junk on A roof
*Added A vista back
*Misc small changes
*Probably some other things that I don't remember
Does anyone ever actually read these

Screenshots of A and C:
cp_hardwood_a180002.png
cp_hardwood_a180001.png
This update brings:
*Wider little platform beside C
*Spawn dropdown no longer a dropdown
*Fixed blu spawn windows
*Fixed a railing missing clippings
*Fixed hole in geometry
*Made a room smaller so it's not a deadend
*Added a little lighting
*Fixed red last spawn not working properly
*Probably some other things

Hopefully this plays well..not sure what to think of the new C
The first update in 3 months, this brings:
*Made B bigger
*Remade C
*Changed A->B connectors slightly
*Every point now has a skylight illuminating it!
*Removed some pickups
*Lots of other small changes I don't remember because it's been forever since I last touched it

(finally) Screenshots as of A16:
cp_hardwood_a160003.png
cp_hardwood_a160006.png
cp_hardwood_a160004.png
cp_hardwood_a160005.png
No changes that should concern anyone -
This update brings:
*Widened the main path to B
*Fixed some stairs near B
*Added health before B
*Brightened some areas up
*Adjusted clipping around the map
*Added a grate + pulled back the wall on blu highground at C
*Sunk holographic signs into the ground slightly so stickies can't be hidden in them
*Fixed some broken patches
*Fixed some visible nodraw
*Some misc changes that I don't want to list here because they're so minor

As always, all and any feedback is greatly appreciated - I am considering remaking the red defensive spots at C but don't know how to start, so recommendations on that would be recommended. Hopefully this makes B a balanced point!
This update brings:
*Gave red more height and a little more cover on B
*Lowered their respawn times as well
*Rerouted the blu flank through the garage to instead go through where the reel room was, and made that lobby larger (only one entrance to it now but I'll see how it goes)
*Added railings where the 1 way door was
*Made that little bit slightly larger as well
*Added cover for the leftmost entrance to last
*Added railings on blu highground at last
*Moved the tree that is before B
*Changed fence blockbullets to playerclip
*Added signage for red spawn at B
*Moved A's spawn for C slightly
*Probably more stuff that I forgot

Someday screenshots will come, when will they? I have no idea!
This update brings:
*Moved blu's spawn for B back behind A, so red doesn't get flushed out of the area and can come back and defend more easily (works together with a shortening of red respawns for 15 seconds after A's cap)
*Blocked off the structure where blu's spawn for B was before
*Changed the one way door at B into a structure that's harder for blu to spam from
*Switched around the side of the cover at B to benefit red more
*Made ramps onto B thinner
*Widened a connector for blu into B
*Made blu highground at C larger + widened the doorways onto it + added some health and ammo to help blu further
*Added another way to get onto the highground of the B -> C connector
*Moved the leftmost blu entrance into C further to the left and simplified the geometry in the area slightly
*Added another way out of the lowground at C
*Made red's first spawn slightly smaller
*Probably more stuff that I've forgotten

As always, all and any feedback is greatly appreciated!
This update brings:
*Fixed clipping around A and last, sorry for those who tested with that
*Moved red's first spawn to behind B, it also doesn't change until B is capped
*Fixed misc issues
*Edited sequoia clipping so stickies can't be hid in them as easily
*Made it harder for red to access blu highground area at A
*Probably more stuff that I've forgotten

As always, all and any feedback is greatly appreciated