Hardwood - Also not an innuendo A 3CP map in which you infiltrate a generic facility behind a generic set of roofed structures This map had a wierd layout for 3CP but not anymore because it sucked, hopefully it doesn't play like garbage as so many of my other maps do! Custom content: *Giant sequoias by EArkham *Landfall assets by Dr. Spud and Nineaxis *Construction pack stuff *Berry's holographic signs (Autumnal pack) *Lack of clipping errors by Pumpko *printer computer by AsG_Alligator Screenshots as of A1: As always, all and any feedback is greatly appreciated!
This update brings: *Made the map a bit slimmer (only slightly but it's something) *Fixed RED team resupply cabinets *Made some of the areas surrounding last a bit smaller *Lowered highground for RED on C to 192HU, from 256HU + made the wall things shorter *Shifted C across towards B (which also shifted towards A and C), hopefully giving RED more of a motive to defend it *Removed a pillar on C *Fixed some minor issues *Clipped some stuff *Added a little ammo + health *Moth remains, unseen *Lowered respawn wave times *Probably other stuff I'm forgetting, I should also add a little more cover at last because atm it feels a tad open (No corners really!) *I am also considering adding a RED+BLU forward spawn so they can defend/attack more easily As always, all and any feedback is greatly appreciated. Read the rest of this update entry...
Nice map! I feel like blue should have a second spawn after they cap the first two points. It is a pretty far running distance.
I will be spending a bit of time making sure this map is A: Properly scaled, B: not confusing to navigate, and C: defendable. I think I'll be making this into a linear 3CP and effectively remake it from the ground up. Thank you to everyone who's tested and given feedback on this map so far, hopefully it turns out well on the other side
This big big update brings: *Fixed scaling *Converted to 3CP linear A/D (although C is cut out for now, for testing purposes) *Basically just a complete remake *Almost forgot Moth Screenshots as of A3: Thank you to everyone who's tested this already! Read the rest of this update entry...
This update brings: *Blu forward spawn *Added a spawn teleport for Red's first spawn *Added a sign above their second spawn *Moved the cliffside push trigger + fence backwards *Fixed some clipping The test had very few people on so didn't get much good feedback As always, all and any feedback is greatly appreciated! Read the rest of this update entry...
*Added the C point, changed the layout slightly, adjusted cap times, added windows, and adjusted clipping Read the rest of this update entry...
This update brings: *Added more ammo around the map *Widened the main doorway into last so it isn't such a massive choke (still need to deal with the sightline) *Added a route between the red highground on last and before the area just before *Removed some cover for red on last *Nobuilt stuff at B *Clipped some things *Fixed an invisible brush *Replaced a fence with a structure so people stop trying to rocket jump it *Clipped some edges near A *Added borders so people can't think they can go on (thanks to chin and Startacker for the wonderful model) *I don't think anyone has noticed the moth yet *Moved some models slightly *Adjusted cap times *Probably some more small things that I forgot? Huge thanks to everyone who tested A5, all your feedback has been taken into consideration even if not implemented yet Read the rest of this update entry...
This big update brings: *Remade all connectors between A, B and C *Removed the deathpit on A and gave another route there *Added more spots to defend from on A, B and improved a spot on C *Simplified a lot of routes *Changed entrances into B and C *Added new forward spawns for both teams *Fixed some other stuff *Probably more that I forgot? It's been 2 months since I last updated this! Hopefully these changes make it less shite As always, all and any feedback is greatly appreciated screens: Read the rest of this update entry...
This update brings: *Changed a few clips *Removed/added some overlays *Fixed some misc broken things like a missing forward respawnroom *Added a path past the big choke *Flipped the choke's staircase so it's harder for red to get up now *Changed some health pack sizes *Widened a route near last *Fixed some bad skybox brushes *Added baby staircase, stop feedbacking my little wonderful edges that you must jump up *Probably more stuff that I forgot As always, all and any feedback is greatly appreciated! Read the rest of this update entry...
This update brings: *Removed a red route into A to make it slightly less confusing *Shifted balance of healthpacks before A *Moved a rock to make a sightline into A less potentn *Fixed some clipping around A *Removed red B spawn for C, now red spawns at their C spawn *Remade all connectors between B and C, hopefully plays better now *Made lip at C near point 16HU instead of 32HU *Brightened up some areas *Fixed some rendering issues around the map *Probably even more stuff that I forgot All and any feedback is greatly appreciated, as always. Screenshots will be updated for A10 most likely Read the rest of this update entry...
I somehow disabled clipping over A, this should fix that. Hopefully there aren't any other issues Read the rest of this update entry...
This small update brings: *Fixes to clipping that had somehow gotten deleted or shifted, hopefully there aren't any more issues with this left *Made B and C's capzone trigger larger *Now the edges of C's capzone are highlighted in hazard tape *Made a door trigger larger *Added a resupply cabinet in Blu's second spawn *Some small misc changes All and any feedback is greatly appreciated, especially on Blu's rightmost spawn exit in the starting area (should it be 1 way or not?). If feedback is indecisive, I'll add a small way back up somehow Read the rest of this update entry...
This update brings: *Made the area around A and C smaller *Pushed the windows at C forward, removed blu access to red highground area, raised a little section of ground *Fixed some clipping *Opened up A to the main red defensive position *Changed some pickup values around *Added more signs *Probably more minor stuff I forgot I hope I can get motivation for an update to fractal sometime soon.. Read the rest of this update entry...
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 Read the rest of this update entry...
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! Read the rest of this update entry...