Hardwood

CP Hardwood rc4

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
DrSquishy updated Hardwood with a new update entry:

It's over

RC1b - workshop release version.
Lighting errors and some other minor issues fixed, and updated menu photos.
Screenshots:
cp_hardwood_rc1b0009.png
cp_hardwood_rc1b0010.png
cp_hardwood_rc1b0011.png
cp_hardwood_rc1b0012.png
cp_hardwood_rc1b0015.png
cp_hardwood_rc1b0014.png

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adam2

(no affiliation with adam1)
aa
Jan 2, 2020
20
38
Hi!!! Based map!!! I'll upload some things I found here!

A lot of props in the 3D skybox had collision meshes enabled.
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A lot of the trees out of bounds also still have collisions enabled.
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There are various props around the map, either in the play area or beyond (where the player can't reach) that have collisions too, where they may not realy need them!.
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This railing can be stood on which may not be intentional. Same with the pipes.
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Through this area there are giant mountain cliffs that are protruding into the room in several areas
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A determined enough player could get up to the top of this tree (on the left) as it does not have clipping or a push trigger
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The lantern moved but the nail did not.
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There are several areas where players might perch up high.
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I think that's all I found! Sorry if some of the things I pointed out are nitpicky! The map is excellent. Keep up the great work!!!
 

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
DrSquishy updated Hardwood with a new update entry:

Defender changes

Throwing defenders a bone, points aren't holding nearly as much as I'd like. Hopefully not too late into the dev cycle for this, I've just been disliking the high (~70% blu winrate) that's developed as people have learnt the map more and as I've slowly tuned down pickups for defenders:

- Blocked off main entrance to the lower route for blu A, they can still enter by going around the point but hopefully this gives defenders a nice boost without constantly being flanked and stopped from...

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
DrSquishy updated Hardwood with a new update entry:

Balancing changes (again)

-Reopened lower route on A
-Improved amount of health for defenders on all points
-Increased amount of ammo around map to help spies and engineers
-Numerous small clipping adjustments
-Brightened up blue 1st spawn
-No entry signs on blu 1st forward
-Env light slightly more orange
-Raised roof at B such that it doesn't look like you can jump on it
-Clipping above shack and rock to the side of B (deathpit) has been removed for funny engineer strategies
-A few more occluders to hopefully help...

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
DrSquishy updated Hardwood with a new update entry:

experimental

While blue won 2/3 rounds on a3a, the points were held much better. I am continuing with experimental builds to see if this trend is sticking now that red has better resources but an easy A
- Brightened ambient
- Fixed skybox water hopefully
- Fixed some clipping issues
- Minor detailing fixes
- Hid cap-A doors to see if anything actually changes; previously it was to stop blue from getting all the way behind red on A, but routing has changed since then

Sorry sono, no climbable ladders in...

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
DrSquishy updated Hardwood with a new update entry:

Experimental C changes

-Significant routing updates for blu on C, just want to see how this plays. If it doesn't work out, I will return to rc4 (unreleased) and push as is.
-Minor clipping fixes
-Minor update to B

Known issues:
- fence on A will partially pop out at certain angles (can't figure out why yet)
- skybox water still broken
- broke skybox tree positions

1685026212656.png

1685026240144.png

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
DrSquishy updated Hardwood with a new update entry:

Final

Cutting my losses and releasing as-is with pre-x5 last. This contains some patch notes from rc3, x4, and x5 too.
Changes:
- Reduced time on cap for B by 30 seconds as it's an easy cap, max cap time from 7 minutes to 5:45
- Various rendering fixes
- Now contains a nav file for bot usage
- Various clipping fixes
- Adjusted signage and lighting
- Flipped stairs to highground on B
- Adjusted some prop and areaportal fade distances
- Adjusted fog and direct/ambient env lighting
- Improved skybox...

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