Hardwood

Hardwood rc4

*Changed some clipping across the map

*Lowered the amount of ammo on the A lowground to help against sentries there - they had two mediums very close together to survive off of

*Made the left balcony on C wider
*Gave more space to the right attacking route
*Added railings on the right route exit so defenders can't storm it and hold it easily
*Made the left sentry spot weaker by reducing the space and amount of cover available

*Probably some other changes I'm forgetting

Designing blu entrances to areas is such a pain...I wish there was some sort of design philosophy I could keep in mind while making them so that I could design interesting combat spaces that teams can flow through and fight in properly, without massive disadvantages
It's been nearly 2 months since the last update, wow

*Remade C entrances + geo in the C room
*Added a skybox wall across the structures around A to stop the whole map rendering at once, hopefully this helps with performance a little
*Added a few more trees
*Fixed weird clipping/rendering issues
*Probably other things I've forgotten, I've not touched this in a while because I just lost motivation whenever I opened the VMF. After finishing misc fixes on the feedback page I couldn't bring myself to make new C geo

ty to toopliss for telling me to go finally update this map, that helped me get the motivation to design the new areas and push this update out

Screenshots:
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cp_hardwood_a340002.png
cp_hardwood_a340004.png
This update brings:
*Added a staircase up from the right-side dropdown on C (blu view) for a more direct way to the point
*Slightly shrunk cover on C for the full ammo pack platform
*Added a 1 way door to the left dropdown exit
*Made 1 way glass 2 way
*Fixed a railing going through a wall
*Made more clear that an indoor platform couldn't be reached (pre C)
*Redid geometry on right of red's last spawn to make it clearer there's an exit there, + moved spawnpoints to a more central spot
*Clipped railing in first blu spawn
*Clipped a lip on the lower B flank
*Fixed tree clipping not extending high enough up
*Increased delay on door locking for red's 1st spawn on A cap (thanks bikkie), should align to spawntimes now
*Fixed a resupply locker shadow
*Clipped a small step-up

Thanks to everyone who's tested and given feedback
This update brings:
*Fixed a stuck spot
*Fixed some weird clipping
*Fixed some lighting on rocks

Those are the only changes for now
This update brings:
*Added more cover for red on last, on defensive spots
*Made the dropdown route penetrate further into C (now under the point)
*Reworked weird staircase in pre-C area
*Fixed clipping in C (doorway, perch spot) (ty racoons and hubert cumberdale)
*Partially divided the large area into 2 (pre-C) and made it slightly shorter
*Moved skybox rocks up so they appear larger
*Moved health outside of blu's 2nd forward at B (and made smaller)
*Signed red's B->A route a bit better, changed lighting, shifted some geo so it's clearer where to go
*Finally moved the setupgate in blu's first spawn to the outermost doorway (sorry I didn't do this earlier)
*Fixed duplicate health and ammo packs in opening area, at pre-C room, and in the B-A connector
*Added a detail blocker for a rock near B
*Made the ramp leading to the blu B overlook thinner

*Might make the flow between B and A better eventually, once I decide how to get around to it without big changes (ty maid)

Thanks to everyone who's tested it so far
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Back after a month or so!
This update brings:
*Basic 3D skybox on the blu spawn/B point vista
*Merged the pre-C rooms into one, made the geometry *slightly* less awkward
*Made it so that red has a harder time pushing into the room that blu holds from - now the staircase on the left side of C (blu approach) is a dropdown, and is on slightly lower ground than the large ledge that blu has. Red's only entrance to this area is the large, fairly exposed main entrance to C now, and a proper blu sentry spot on the ledge should easily counter it.
*Misc changes to geometry around C + textured the tops of beams so it's clear you can't shoot through (thanks Bikkie)
*Clipped some small ledges
*Made moneyface platform taller so it looks less like you can jump onto it
*Fixed clipping in pre-C area to stop perching
*Added a room for defenders by C, replacing the awkward and useless barrel mess that was there before
*Made C's room a little thinner to aid red defence
*Stopped red team from using the A spectator cam after the point is capped
*Made blu's first spawn's gates cooler

*Perhaps some miscellaneous changes I'm forgetting.

Thank you to everyone who's tested A30a, as well as all the other versions!

Screenshots:
cp_hardwood_a310000.png
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cp_hardwood_a310002.png
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cp_hardwood_a310003.png
cp_hardwood_a310004.png
This small update brings:
*Made last even thinner
*Added more ammo for defenders on last
*Fixed some minor clipping issues
*Added boards on glass at B so it's more obviously glass
*Fixed a missing respawnroom
*Maybe one or two other things I'm forgetting? Sort of at a loss of what to do atm though in terms of improving the layout
*Cleared up some dead space around last

I'd post some screenshots of the minor changes if I had the motivation
This update brings:
*Changed blu's route into C on the right, now penetrates further, allows red to set up a sentry on the path there for better coverage of the main routes. The old route also meant that no one ever used the other routes as they had no benefits
*Raised red's ground on B so they can properly defend + removed blu's cover
*Moved ammo on B to more visible places
*Moved tree in A->B connector to better emphasise the side flank for blu
*Changed red highground on A, strengthens the previously little-used inner route. May need to also move the outer route closer to A so sentries have more strength
*Updated some clipping
*Probably more I've forgotten

Screenshots as of A30:
cp_hardwood_a300003.png
cp_hardwood_a300002.png
cp_hardwood_a300004.png
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I'm thinking of pushing the map into beta soon so feedback on that is neat and welcomed

This update brings:
*Changes to the A-B connectors:
-*Fixed some clipping allowing people to avoid a deathpit death
-*Moved some health around to be more blu sided, added a small pickup set + changed a small health to a medium
-*Added a new way past the main sightline route so red can't hold as well in the area
*Fixed minor clipping and visual issues around A
*Disabled the old resupply trigger and respawnroom when A is capped
*Fixed small things around the map like patches not being centred
*Probably some small issues I've forgotten
As always, all and any feedback is greatly appreciated!
Screenshots as of A29:
cp_hardwood_a290002.png
cp_hardwood_a290000.png
cp_hardwood_a290003.png
cp_hardwood_a290001.png
Stank bug causing crashes, maybe this will fix it
idk what's actually causing the bug though so it's a shot in the dark