Hacksaw

PLR Hacksaw rc1b

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Diva Dan

hello!
aa
Mar 20, 2016
1,035
1,954
Hacker - A PLR map for the Payload Checklist contest.

Hacker is a Payload Race map that has you faced with a mission only for the greatest computer experts: Hacking a 1960's computer terminal.

However, thanks to details lost through translation during the mission briefing, your job got a whole lot easier. Push your team's Hackatron 3000 (oversized chainsaw with wheels) into the enemy team's computer terminal (glorified PONG machine). Finally, you may begin a hacking sequence (relentless slicing and abrasion). Follow these steps carefully and... something might happen...?

Hacker features:

[] NON-STANDARD CART
[] LEDGE 256 UNITS IN HEIGHT
[] NON-DEATH PIT HAZARD
[] MULTIPLE CARTS
[] DYNAMIC PAYLOAD ELEMENT (coming soon!)
[] PAYLOAD GOES STRAIGHT FOR 1,500 UNITS
[] PAYLOAD GOES DOWN 256 UNITS

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Diva Dan

hello!
aa
Mar 20, 2016
1,035
1,954
  • Renamed map from "Hacker" to "Hacksaw"
  • Rethemed the map to be winter
  • Redid the middle area to no longer have the long plank bridges
  • Reconsidered sightlines across mid
  • Remade the rocket launch site
    • Removed health kits
    • Made it generally more closed off for each team
  • Changed the final checkpoint
    • The launch site ramp and console is now a rollback zone
    • Added a 10 second capture time for the "hacking" sequence, where the payload slowly cuts into the computer console with sounds and particles
    • You must stand at the payload the entire time, similar to Hightower, in order to not lose progress
  • Redid lighting
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Read the rest of this update entry...
 

Diva Dan

hello!
aa
Mar 20, 2016
1,035
1,954
  • redid fog to be less vibrant
  • fog max density decreased
  • improved indoor and outdoor fog transitions
  • removed snow particles for now
  • added a cliff health kit retreat near the payload starting area, and massively simplified the clutter
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  • removed weird crates that looked like a prop jump
  • lightened spawns
  • adjusted saw so that you can't die from the sides
  • lowered the general height of each team's battlements
  • Closed off one of the two windows at mid, moved it over, widened it for access, and cleaned up some related sightlines
  • fixed snipers cheesing sightlines by standing on balcony fences
  • added breathing room to each team's outer balcony
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  • added pickup patches
  • fixed unwalkable displacement triangles
  • added a pipe route up to each team's sniper battlement, away from the spawn route
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  • added push entities to the cliffs so you can't stand on them
  • improved clipping above some roofs in mid so that rocket jumping is easier

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Diva Dan

hello!
aa
Mar 20, 2016
1,035
1,954
hacksaw a3a

  • Improved the fog again
  • redid the fence room to remove the fence and turn it into a nest room, and adjusted the doorways to prevent an extreme sightline from spawn

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  • remade the balconies to wrap around and provide better coverage

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  • extended the cart path by having it briefly travel through each team's building

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  • changed rocket cliff area to be wider and made the healthkit a full one
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  • made cliff hut healthkits small
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  • added little wood platforms outside of various windows to make peeking and blast jumping up to them easier
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  • entirely remade the finale- it now has a single elevator that both teams must attempt to ride up, similar to doomsday- the logic isn't finished so if you run into a bug please give steps to reproduce!
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  • changed some short fences to tall fences to better signify clipped off OOB areas
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  • made the resupply lockers a bit less hidden
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  • changed skybox texture as an experiment
  • removed OOB sequoia trees because they were too distracting
  • returned snow particles
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  • lowered respawn wave time to 3 (6 max) seconds from 4 (8 max)
  • shortened sequoias
  • closed a spawn exit to fix a sightline
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  • added a sniping window to each team's battlements that faces the finale
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  • lengthened setup time
  • added some cool stuff that you'll have to see in game

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Last edited:

Diva Dan

hello!
aa
Mar 20, 2016
1,035
1,954
  • added one-way doors around the spawns similar to hightower (dont bother trying to exploit as engi with teleporters i thought of that already)
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  • made the payload dispenser a level 2, but also made it slower
  • elevator is significantly slower
  • elevator boost pad launch target is now tied directly to the cart platform, so you will always be launched high enough to reach it
  • blocked the ability for people on the boost pad to shoot across the map
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  • clipped some little things here and there
  • removed the color correction for now
  • the sawblades attached to the carts are now smaller, more receeded, and louder
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  • removed grass that somebody thought was a spy

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Diva Dan

hello!
aa
Mar 20, 2016
1,035
1,954
  • Updated mid, cliff, and finale
    • Extended each team's building out to have a new hut
      • This hut blocks sightlines, serves as a harder area to push the cart through, and repurposes some of the combat flow
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    • The cliff now has a small ammo kit on each team's slope
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    • Changed the cart to go down to the cliff and loop back up to your team's side with a rollback, and then finally cross back over near the enemy team's battlements at the very end
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    • There is no more elevator, its now just a normal PLR finale for the time being
      • The cart will need to be held at the saw for an extended period of time like a capture point
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    • Added a doorway with a wooden platform accessible from the finale that allows you to shoot down toward the cliff
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    • The jump pad has been removed (sorry) and replaced with a full ammo cubby
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    • Moved the rocket from the cliff to the finale
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    • Removed big rock at mid, making for a much more straightforward access to the finale from mid
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    • Overlooking windows were moved out and adjusted to be clearer and more obvious while nerfing some of their reach- they also now serve as a partial sentry nest overlooking the new finale
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  • Fixed the wrong sawblade getting bloody when killing a player
  • Fixed some erroneous clipping
  • Closed some decorative windows and grates to help optimization
  • splattered some more bits of team coloring around
  • Added tons of fades to props -especially out of bounds ones- so that they don't draw if you're on the other side of the map
  • Fixed large window textures in spawn

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Diva Dan

hello!
aa
Mar 20, 2016
1,035
1,954
  • Fences no longer push you into the death pit
  • Cliff faces around the map will push you more consistently
  • The saws no longer insta kill, but instead deal rapid high damage
    • This gives players a moment to correct their mistake, and not be as badly punished for being too close to the cart when it's taking a turn, while still having the funny highlight of being caught off guard
    • The cart now gibs you, which will zoom out your screen and show you that the cart killed you better
  • Tweaked fog and lighting
  • Changed upper battlements ammo to medium

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