Hardwood

Hardwood rc4

I've been feeling burned out on everything, maybe torrid/tarpit updates soon???
anyway this update brings:
*Updated clipping
*Despaghettified the blu structure just before B
*Made the blu approach to B shorter, the blu approach to C a lot shorter
*Made C somewhat thinner and a bit shorter too
*Changed the C dropdown to a staircase
*Made the C lobby thinner
*Changed red's A spawn and blu's C spawn to be less awkward
*Removed dropdown route to B for blu
*Probably more changes I'm forgetting
*Added a bit more cover for blu around the C area

Hopefully B isn't too easy to cap now, same for C. I guess I'll find out!!
Maybe C can be capped now
This update brings:
*Made height advantage at C lesser
*Added a new blu route up onto C
*Made it so the B-C connectors are more blu sided
*Added a sign at B so red doesn't go into a deadend room
*Made it clearer you can't get onto the balcony on the A-B connectors
*Moved moneyface from the edge
*Stopped props floating
*Removed some resupply signs for blu's first forward, to hopefully stop red being confused
*Increased timer by a minute - ABP I sort of agree with what you said but I also don't want the map to be an endless slog
*Probably some other changes I forgot

Screenshots:
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As always, feedback is cool and appreciated
This is focused on making B a bit easier to cap
*Blu highground in the B left connector is a little better
*Blu health in the structure before B has been moved
*The (blu) left doorway into the main area for B has been removed to hopefully focus players more into the other routes
*Broke a sightline from the B connector into red highground at A so now blu players might have a better chance once they're in that room - getting into it is still a bit hard though, might have to widen the doorwayas
*Fixed some stuck spots
*Clipped a fence
*Added some more health and ammo before A for attackers
*Made a wall at A jumpable
*Fixed minor things around A itself
*Shrunk cover on B for red highground over the point and added cover for blu on the point itself

Not any massive changes, maybe I'll do a somewhat larger overhaul of the B connectors for blu so that they're not 'spaghetti'
A25 and I've remade a lot of the map again!! Maybe by A60 I'll have gotten a fun B point as well.
The new C point is based around a beta racetrack calutron instead of gas centrifuges, I felt like this allows for more interesting gameplay spaces. Both the new B and C are a lot more open now and gameplay spaces a lot more 'airy' in the C area, and B is outdoors now because it's prettier

This update brings:
*Remade B and C points due to deeply ingrained issues with the core design of them
*Fixed minor issues around the A area
*Made truck smaller

Thanks to Emil for the great feedback on the B-C connectors, and blu entrances to C, and on B itself
Thanks to everyone else, especially Phi, for the feedback from imps and such
Thanks to Beto and Idolon for beams feedback
Maybe the points will be interesting and enjoyable this time around?

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As always, all and any feedback is greatly appreciated
This update brings:
*Made A wider, changed both blu and red routing into the area. Hopefully this works to eliminate red's only valid holding spot being the balcony + only one of blu's routes really mattering. Also gives blu a proper flank to the balcony sentry that they can use to destroy it from a distance a little more easily
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*Moved blu's first forward spawn back
*Nobuild computers on B
*Moved a doorway on B + added cover to block a nasty sightline
*Removed half of red's balcony on C and closed up a hole they could sit in. This should mean that there are fewer places that blu has to check for red players when entering the room from any entrances + also will concentrate red onto a smaller collection of routes
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*Fixed some clipping and other minor bugs
*Probably more things I forgot

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Finding B is awfully frustrating to work on. Might just trash the current version and make a new point, the routes into it are weird and it's probably the weakest point on the map as of now yet I don't know what to change. Ideas for that are appreciated
I made moneyface spawn in the floor :(
This update brings:
*Swapped around the highground and lowground states of the A entrance routes + added a little cover nook for blu attackers. Should make it harder for red to camp if blu can coordinate their attacks, the balcony watching over the main blu entrance is very exposed against the highground entrance that blu has into the area
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*Added more health before C
*removed one way gate at C - red players felt boxed in, maybe being able to push out a little could help against that
*Added a little more height at C
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*Made a one-way window two ways
*Probably more things that I forgot
*Made truck less small
*Halfed height that blu needs to climb up after A
*Moneyface moneytime


Honestly, idk what to do with the map. I guess the hardest bit is figuring out what to change when the map is mediocre to make it good, might end up remaking routes into A or some other big change
why does it only compile LDR if the HDR box is checked
This update brings:
*A really big truck
*Better lighting in the A-B connector
*More signs
*Cooler blu entrances to C - wider lower entrance and better middle entrance + top entrance
*Made a health smaller at A
*Fixed clipping at A
*Added an A crouch jump onto the red highground, for blu
*Made ramp onto red highground (red approach) larger to incentivise going up there
*Made 1 way glass on B 2 ways
*Added some cover + ammo on the red highground at B
*Made C's upper area a bit thinner and made C longer
*Linked blu's highground at C with red's, blu's entrance to it is 1 way so red can't flood back out (might revert if uncool)
*Fixed a clipping roof in the opening area-A connector
*More stuff I forgot probably

As always, all and any feedback is greatly appreciated.
I wish I had the energy to do cool chin-esque changelogs, but the general gist of my changes is I want the points to be more consistently defendable. After that I'll move to beta!!

I hope you're happy dan
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This update brings:
*Changed the values of some pickups and moved a lot around to make them far more obvious (I hope)
*Changed blu entrances into B slightly
*Changed A-B connector in regards to the height elevation and cover
*Removed the red bridge by A
*Blu now has a lot less cover at A
*Moved blu's original spawn respawnroom visualiser further up
*Moved blu's 2nd forward spawn so it's facing towards C more
*Changed the lower route into C so hopefully blu has a harder time sneaking past sentries
*Made C capzone smaller
*Changed balcony at B slightly
*Removed delay between spawn switching on B to C for red spawns
*Added another hard length of wood
*Probably a few more things I forgot

as always, all and any feedback is wonderful

Screenshots:
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