Hardwood

CP Hardwood B3

  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,273
878
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:

View attachment 99015 View attachment 99016 View attachment 99017 View attachment 99018

As always, all and any feedback is greatly appreciated!
 
Last edited:

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,273
878
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...
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,273
878
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
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,273
878
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:
cp_hardwood_a30009.png
cp_hardwood_a30008.png
cp_hardwood_a30007.png
cp_hardwood_a30011.png
cp_hardwood_a30012.png


Thank you to everyone who's tested this already!

Read the rest of this update entry...
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,273
878
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...
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,273
878

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,273
878
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

cp_hardwood_a50009.png
cp_hardwood_a50008.png
cp_hardwood_a50007.png


Read the rest of this update entry...
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,273
878
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:
cp_hardwood_a70009.png
cp_hardwood_a70006.png
cp_hardwood_a70007.png
cp_hardwood_a70010.png
cp_hardwood_a70008.png
cp_hardwood_a70005.png
cp_hardwood_a700011.png


Read the rest of this update entry...
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,273
878
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...
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,273
878
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...
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,273
878

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,273
878
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...
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,273
878
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...
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,273
878
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...
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,273
878
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...