ClearCut

KotH ClearCut B16a

SturmTea

L2: Junior Member
Aug 1, 2015
78
38
B13
Change log:

Main Changes:

-The right transition leading out of spawn has had its door changed to be taller. The sight blocker has been removed to make roll outs easier. The first ramp has been widened and has had it's clipping more unified.

-The left transition exit into backyard has been widened to help pushes through it.

-The porch coming out of right transition has been extended under the building in valley. A fence was put up to block a sight line that could of been created.

-The crane house has been redone for both sides and includes new clipping as well. This includes new doors out the left side to make it harder for defenders to stuff you before you get through.

-The height blocker between crane and saw house has been changed to its art passed form and has a smaller hit box on the bottom compared to the old one.

-Closet has been changed to better help attackers and is open through valley but no longer patio. The door to shed and point has been widened to better help pushes through it.

-Scout ramps on the patios have been added back to allow pushes up to the enemies roofs again.

-Removed the fence on balcony. Instead 2 boxes have been placed up against saw house and it should allow the gathering of info more than the fence did.

-The wall in between crane and closet has been redone to its art passed form and better fits the skybox.

-The skybox has been completely reworked to fit the environment more snugly. This will hopefully make it easier on older PCs.

-The piece of wood on the ground next to tower has been removed.

Clipping and fixes:

-Clipping has been added to the boxes and wood in saw house to make getting stuck on them harder.

-Clipping has been adjusted to handle the new porch and door in valley.

-Fixed players being able to stand on the windows in blu closet.

-Clipped the box on tower to make rockets more reliable for kills.

-Fixed the clipping for the wood pile in closet.

-Added clipping in the sheds to make it more reliable for rockets.

-Clipped various doors to make walking through smoother.

-Broken overlays have been fixed.​

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SturmTea

L2: Junior Member
Aug 1, 2015
78
38
Letting people build on roof means snipers could tele up there along with other classes. For the sake of balance, it's best if engi can't.
 

SturmTea

L2: Junior Member
Aug 1, 2015
78
38
B14
Change log:

Game Play:

-Redesigned left attack route to no longer go lower down to a stair case, but instead to be a flat platform that goes from crane house to the roof. This platform raises up in height and slightly juts out at the top for scouts.

-Health kit and ammo kit under patio are moved to the side of the platform. The kits have been moved closer to attackers.

-Shed on point has had the wall closest to the point reduced in size. this is to reduce cover for those who hid inside. A new staircase was built in it's place to make it easier to get to point from inside.

-Towers have been changed to have ramps that go around from right to pointing towards the opposing roof. This is to replace the box jump scouts once had; it ended up being clunky and requiring multiple jumps to use it properly. So the new version should better benefit those who want height from the tower.

-Blocker that use to be in between crane house and saw house has been removed and the sky box was raised in the area as well. This should make it easier to launch on to the point from left side while still stopping the defenders from utilizing it as bomb method. It most likely still will be used that way, but the sky box drops quickly making it unlikely to be a high bomb.

-Blocker in between saw house and garage has been removed.

-The previous crouch jump to jump that was in the mid transition to left transition has been removed. It has been replaced by a ramp that steadily gets higher to a simple jump at the top. This will make rotations hopefully easier while I come up with a better less ugly solution.

-Raised terrain in valley and up to mid. This is to make it easy to tap jump into saw house from mid without needing to take the previous long route. The stairs are no longer required to get into saw house. Getting on to porch in valley is also just a tap jump. This has also reduced the height difference between roof and valley.

-Raised terrain were patio used to be to better meet the new platform.

-Changed angled ramp where right transition exits in to the backyard. The angle is now a rough 30 degrees instead of 45.

Building Redesigns:

-Saw house, crane house, closet house, and valley building have had their brushwork completely redone in order to reduce total amount of textures on screen. This means that a lot of brushwork was simplified.

-Closet house got its finalized detail work.

-Closet house now only has one window.

-Valley building got its finalized detail work.

Clipping fixes:

-New clipping was made for the new platform.

-New clipping for crane house to fix what the redesign broke.

-New clipping for closet house to ensure it is up to date with the rest.

Performance fixes:

-Hints have been redone to properly cut visleafs where people can't see them. This should reduce how much is culled in at once.

-The sky box has been redone in multiple areas to help reduce the amount of unused space.

-The sky box runs along multiple building to better stop visleafs from seeing each other.

-Area portals have been placed in between valley and saw, and in between saw and crane house. This will even further help with culling out what can't be seen.

-Large amounts of brush
entities were converted to func_illusory. This is because they did not need to have clipping to them.

Minor changes:


-Removed sheet metal prop in blu saw house for brushwork that better represents the ramp.

-Redid some displacements.

-Red side spawn has new props and a change in saw design.

-Blu lost a lot of trees.

-Changed props on blu side to better fit the atmosphere of their side.

-Changed lighting on blu side to better fit the atmosphere of their side.

-Changed a large amount of textures on blu side to better fit the atmosphere of their side.

-Removed a large amount of random unseen textures.

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Yrr

An Actual Deer
aa
Sep 20, 2015
1,316
2,756
this map looks in serious need of detail simplification
theres so much visual noise i cant tell whats going on
 

SturmTea

L2: Junior Member
Aug 1, 2015
78
38
I'll be considering the simplification. I have to wait and see how it plays performance wise, but I'll still end up doing it to some degree.
 

SturmTea

L2: Junior Member
Aug 1, 2015
78
38
B14c
Change log:

Patch:

-The door to enter crane house from balcony has been moved to face the stairs instead of saw house.

-Added props and brushwork to better show players that they can't go around the other side of crane house.​

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SturmTea

L2: Junior Member
Aug 1, 2015
78
38
B14d
Change log:

Major Patch:

-Detail for 10 buildings around mid have been simplified to attempt to alleviate frame loss.

-Stairs have been changed on Red side to be the same as Blu in the amount of brushwork.

-Some stairs have been turned into ramps to further reduce frame loss in key areas.

-Clipping has been adjusted to match the buildings.

-Added piles of gravel on both sides to move between mid transition to left transition in the spawn area.
This update will be the one of last few before I finalize plans for rc1.

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SturmTea

L2: Junior Member
Aug 1, 2015
78
38
B15
Change log:

Game Play:

-The point has been lowered.

-The roofs were lowered.

-The house on either side of the point has been lowered.

-Scout can no longer double jump from the tower ramp to roof.

-Scout can now jump to roof from the small shed in front of saw house.

-The ground around the point has been adjusted to fit the new height.

-The entrance to the left transition building has been opened up more.

Building Redesigns:

-The transition buildings on both red and blu have been given their final art pass.

-The towers at mid have been simplified to help with framerate.

Clipping fixes:

-Clipping was adjust to fit the new buildings.

Minor changes:

-The staircase in the left transition building on both sides is now a gravel pile.​

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SturmTea

L2: Junior Member
Aug 1, 2015
78
38
B15b
Change log:

Minor Patch:

-Lowered the left side ramp used to get on roof the same amount the point and roof were lowered in a previous update. Sniper was reported being able to get up there.

-Fixed the upper half of a valley building not having its clipping.​

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Pinsplash

bad bad bad
May 8, 2016
156
71
The flickering candles are part of why this map is performing like it is. I decompiled the map and I saw that on the flickering lights you set 50 percent falloff distance and 0 percent falloff distance to 100 and 200. I also would have thought that would mean the flickering couldn't get too out of hand, but below is a recompile of the map with only these flickering lights:

https://imgur.com/a/IFGZzkw
UDWJi8q.png


I tried setting hard falloff to 201 and it didn't help at all surprisingly. Personally I think you should take off the flickering completely cause it's pretty unnecessary. My friend who made the tf.tv post you got pinged on didn't notice it after staring straight at it, and I only noticed it cause I have a trained eye.

Also, around this same area near the blacked out windows, a huuuge amount of the map is in the PVS:

https://imgur.com/l3GwY78
l3GwY78.png


That's not good. (Also, it would be advisable to texture the areas under the ground here with nodraw to reduce your VRAD time.) You should delete the areaportal I selected here and make two new ones in the red zones:

https://imgur.com/KoY8VSS
KoY8VSS.png


You also have a hint over mid which isn't accomplishing a whole lot... and there's a window on the red house at mid which has an extra areaportal in it :p

This type of crack sucks:

https://imgur.com/gFaio2g
gFaio2g.png


You BB'd it, so you know it shouldn't be shot through, so why would you let people see through it? I know the "I Hate Pinsplash" club is gonna have a field day on this one but you should get rid of the gaps, make that a world brush, and skew the areaportal and skybox so that they meet right at that I-beam. This would improve performance a little around that wall. Also, there are hints going through that areaportal. They don't need to be, since areaportals are essentially moving hints. Finally, I can get stuck on the wooden lip of red ramp. Can't on blu side.

Sorry if this came across as telling you how to make your map. These are just things I found while helping my friend figure out why they lag on this map, and I felt like they needed to be said in full.
 

Raos

L1: Registered
Jan 15, 2021
1
0
A bit different but on SFM it gives the following error:

"HDR Disabled
This map is missing high dynamic range (HDR) lightmaps.
The SFM requires HDR lightmaps to render properly.
You can create HDR lightmaps for your map with hammer or vrad.
See the Source Developer Wiki for more info."

I'd be nice to have it to make promos for matches on the league
 

SturmTea

L2: Junior Member
Aug 1, 2015
78
38
B15d
Change log:

Minor Patch:

-Removed candle lighting from the map. It was reportedly causing framerate issues and has thus been removed. Thank you Swissolo for the bringing this to my attention!

-Cameras have been added around the point and courtyards.

-Red garage has had its upper window changed.

-Blu garage has new props in its upper window.

-Fixed lighting on a crate at mid.
Note:
I lost the original files of the map when I transitioned to working in the military, so if you find any bugs let me know! This version was decompiled from B15c and may have issues I am not aware of.
Have fun!​

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SturmTea

L2: Junior Member
Aug 1, 2015
78
38
SturmTea updated ClearCut with a new update entry:

Nine Classes

B16
Change log:


Game Play:
-The glass pane in the window of bunker house has been removed, and will now allow players to fire through it.​

-Roof now has 2 crouch jump paths, and is now accessable by all nine classes.​

-Engineer can now build on roof.​

-Added a cubby on the left side near the new roof access.​

-Crates...​

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