Hardwood

CP Hardwood rc4

DrSquishy

we've all had better times to die
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Feb 10, 2017
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This update brings:
*Gave red more height and a little more cover on B
*Lowered their respawn times as well
*Rerouted the blu flank through the garage to instead go through where the reel room was, and made that lobby larger (only one entrance to it now but I'll see how it goes)
*Added railings where the 1 way door was
*Made that little bit slightly larger as well
*Added cover for the leftmost entrance to last
*Added railings on blu highground at last
*Moved the tree that is before B
*Changed fence blockbullets to playerclip
*Added signage for red spawn at B
*Moved A's spawn for C slightly
*Probably more stuff that I forgot

Someday screenshots will come, when will they? I have no idea!

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DrSquishy

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Feb 10, 2017
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This update brings:
*Widened the main path to B
*Fixed some stairs near B
*Added health before B
*Brightened some areas up
*Adjusted clipping around the map
*Added a grate + pulled back the wall on blu highground at C
*Sunk holographic signs into the ground slightly so stickies can't be hidden in them
*Fixed some broken patches
*Fixed some visible nodraw
*Added a custom lights.rad so shadows on fences should be better
*Some misc changes that I don't want to list here because they're so minor

As always, all and any feedback is greatly appreciated - I am considering remaking the red defensive spots at C but don't know how to start, so recommendations on that would be recommended. Hopefully this makes B a balanced point!

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Last edited:

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
The first update in 3 months, this brings:
*Made B bigger
*Remade C
*Changed A->B connectors slightly
*Every point now has a skylight illuminating it!
*Removed some pickups
*Lots of other small changes I don't remember because it's been forever since I last touched it

(finally) Screenshots as of A16:
cp_hardwood_a160003.png
cp_hardwood_a160006.png
cp_hardwood_a160004.png
cp_hardwood_a160005.png


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DrSquishy

we've all had better times to die
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Feb 10, 2017
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This update brings:
*Wider little platform beside C
*Spawn dropdown no longer a dropdown
*Fixed blu spawn windows
*Fixed a railing missing clippings
*Fixed hole in geometry
*Made a room smaller so it's not a deadend
*Added a little lighting
*Fixed red last spawn not working properly
*Probably some other things

Hopefully this plays well..not sure what to think of the new C

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DrSquishy

we've all had better times to die
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Feb 10, 2017
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This update brings:
*C point area is now better
*Blu now has another entrance in
*Removed water at B
*Fixed planaria pickup
*Added junk on A roof
*Added A vista back
*Misc small changes
*Probably some other things that I don't remember
Does anyone ever actually read these

Screenshots of A and C:
cp_hardwood_a180002.png
cp_hardwood_a180001.png


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DrSquishy

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Feb 10, 2017
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This update brings:
*Changes to the post A and A areas so that blu must go up an incline after A, and has a harder time getting onto red's highground
*Blu highground on C isn't as good now
*Blu has less of an area from which they can shoot red sentries on C
*Moved C's full ammo more to the centre
*Probably more changes I'm forgetting

Later, I'll fix the blu forwards and such. Just want to get this down first based on wilson's advice on the points

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DrSquishy

we've all had better times to die
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Feb 10, 2017
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This update brings:
*Made B harder to attack by giving red a proper sentry spot - a new platform where the nobuilt block was
*Made the doorway at A's house roof wider slightly
*Removed blu's highground fence at C and replaced with a handrail, so now the highground has an actual use instead of being a pointless dropdown
*Changed the centrifuges into models to hopefully solve a cutlinked list overflow error
*Lowered C slightly and clipped the lip (sorry psy)
*Moved a pickup at C
*Clipped some things
*Fixed a visible nodraw

I'm considering moving the red highground at C back a bit so they can better cover the point itself + see people on it

Screenshots of A20:
cp_hardwood_a200002.png
cp_hardwood_a200000.png
cp_hardwood_a200001.png


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DrSquishy

we've all had better times to die
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Feb 10, 2017
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This update brings:
*Changed the values of some pickups and moved a lot around to make them far more obvious (I hope)
*Changed blu entrances into B slightly
*Changed A-B connector in regards to the height elevation and cover
*Removed the red bridge by A
*Blu now has a lot less cover at A
*Moved blu's original spawn respawnroom visualiser further up
*Moved blu's 2nd forward spawn so it's facing towards C more
*Changed the lower route into C so hopefully blu has a harder time sneaking past sentries
*Made C capzone smaller
*Changed balcony at B slightly
*Removed delay between spawn switching on B to C for red spawns
*Added another hard length of wood
*Probably a few more things I forgot

as always, all and any feedback is wonderful

Screenshots:
cp_hardwood_a210000.png
cp_hardwood_a210003.png
cp_hardwood_a210002.png
cp_hardwood_a210001.png


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DrSquishy

we've all had better times to die
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Feb 10, 2017
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This update brings:
*A really big truck
*Better lighting in the A-B connector
*More signs
*Cooler blu entrances to C - wider lower entrance and better middle entrance + top entrance
*Made a health smaller at A
*Fixed clipping at A
*Added an A crouch jump onto the red highground, for blu
*Made ramp onto red highground (red approach) larger to incentivise going up there
*Made 1 way glass on B 2 ways
*Added some cover + ammo on the red highground at B
*Made C's upper area a bit thinner and made C longer
*Linked blu's highground at C with red's, blu's entrance to it is 1 way so red can't flood back out (might revert if uncool)
*Fixed a clipping roof in the opening area-A connector
*More stuff I forgot probably

As always, all and any feedback is greatly appreciated.
I wish I had the energy to do cool chin-esque changelogs, but the general gist of my changes is I want the points to be more consistently defendable. After that I'll move to beta!!

I hope you're happy dan
upload_2019-11-27_19-9-30.png


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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
This update brings:
*Swapped around the highground and lowground states of the A entrance routes + added a little cover nook for blu attackers. Should make it harder for red to camp if blu can coordinate their attacks, the balcony watching over the main blu entrance is very exposed against the highground entrance that blu has into the area
cp_hardwood_a230001.png
cp_hardwood_a230000.png

*Added more health before C
*removed one way gate at C - red players felt boxed in, maybe being able to push out a little could help against that
*Added a little more height at C
cp_hardwood_a230002.png

*Made a one-way window two ways
*Probably more things that I forgot
*Made truck less small
*Halfed height that blu needs to climb up after A
*Moneyface moneytime


Honestly, idk what to do with the map. I guess the hardest bit is figuring out what to change when the map is mediocre to make it good, might end up remaking routes into A or some other big change

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DrSquishy

we've all had better times to die
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Feb 10, 2017
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This update brings:
*Made A wider, changed both blu and red routing into the area. Hopefully this works to eliminate red's only valid holding spot being the balcony + only one of blu's routes really mattering. Also gives blu a proper flank to the balcony sentry that they can use to destroy it from a distance a little more easily
cp_hardwood_a240002.png cp_hardwood_a240000.png
*Moved blu's first forward spawn back
*Nobuild computers on B
*Moved a doorway on B + added cover to block a nasty sightline
*Removed half of red's balcony on C and closed up a hole they could sit in. This should mean that there are fewer places that blu has to check for red players when entering the room from any entrances + also will concentrate red onto a smaller collection of routes
cp_hardwood_a240001.png
*Fixed some clipping and other minor bugs
*Probably more things I forgot

cp_hardwood_a240003.png

Finding B is awfully frustrating to work on. Might just trash the current version and make a new point, the routes into it are weird and it's probably the weakest point on the map as of now yet I don't know what to change. Ideas for that are appreciated

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DrSquishy

we've all had better times to die
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Feb 10, 2017
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A25 and I've remade a lot of the map again!! Maybe by A60 I'll have gotten a fun B point as well.
The new C point is based around a beta racetrack calutron instead of gas centrifuges, I felt like this allows for more interesting gameplay spaces. Both the new B and C are a lot more open now and gameplay spaces a lot more 'airy' in the C area, and B is outdoors now because it's prettier

This update brings:
*Remade B and C points due to deeply ingrained issues with the core design of them
*Fixed minor issues around the A area
*Made truck smaller

Thanks to Emil for the great feedback on the B-C connectors, and blu entrances to C, and on B itself
Thanks to everyone else, especially Phi, for the feedback from imps and such
Thanks to Beto and Idolon for beams feedback
Maybe the points will be interesting and enjoyable this time around?

cp_hardwood_a250010.png
cp_hardwood_a250009.png
cp_hardwood_a250008.png
cp_hardwood_a250007.png

cp_hardwood_a250011.png


As always, all and any feedback is greatly appreciated

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DrSquishy

we've all had better times to die
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Feb 10, 2017
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This is focused on making B a bit easier to cap
*Blu highground in the B left connector is a little better
*Blu health in the structure before B has been moved
*The (blu) left doorway into the main area for B has been removed to hopefully focus players more into the other routes
*Broke a sightline from the B connector into red highground at A so now blu players might have a better chance once they're in that room - getting into it is still a bit hard though, might have to widen the doorwayas
*Fixed some stuck spots
*Clipped a fence
*Added some more health and ammo before A for attackers
*Made a wall at A jumpable
*Fixed minor things around A itself
*Shrunk cover on B for red highground over the point and added cover for blu on the point itself

Not any massive changes, maybe I'll do a somewhat larger overhaul of the B connectors for blu so that they're not 'spaghetti'

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DrSquishy

we've all had better times to die
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Feb 10, 2017
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Maybe C can be capped now
This update brings:
*Made height advantage at C lesser
*Added a new blu route up onto C
*Made it so the B-C connectors are more blu sided
*Added a sign at B so red doesn't go into a deadend room
*Made it clearer you can't get onto the balcony on the A-B connectors
*Moved moneyface from the edge
*Stopped props floating
*Removed some resupply signs for blu's first forward, to hopefully stop red being confused
*Increased timer by a minute - ABP I sort of agree with what you said but I also don't want the map to be an endless slog
*Probably some other changes I forgot

Screenshots:
cp_hardwood_a270000.png
cp_hardwood_a270002.png
cp_hardwood_a270003.png
cp_hardwood_a270001.png

As always, feedback is cool and appreciated

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DrSquishy

we've all had better times to die
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Feb 10, 2017
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I've been feeling burned out on everything, maybe torrid/tarpit updates soon???
anyway this update brings:
*Updated clipping
*Despaghettified the blu structure just before B
*Made the blu approach to B shorter, the blu approach to C a lot shorter
*Made C somewhat thinner and a bit shorter too
*Changed the C dropdown to a staircase
*Made the C lobby thinner
*Changed red's A spawn and blu's C spawn to be less awkward
*Removed dropdown route to B for blu
*Probably more changes I'm forgetting
*Added a bit more cover for blu around the C area

Hopefully B isn't too easy to cap now, same for C. I guess I'll find out!!

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
I'm thinking of pushing the map into beta soon so feedback on that is neat and welcomed

This update brings:
*Changes to the A-B connectors:
-*Fixed some clipping allowing people to avoid a deathpit death
-*Moved some health around to be more blu sided, added a small pickup set + changed a small health to a medium
-*Added a new way past the main sightline route so red can't hold as well in the area
*Fixed minor clipping and visual issues around A
*Disabled the old resupply trigger and respawnroom when A is capped
*Fixed small things around the map like patches not being centred
*Probably some small issues I've forgotten
As always, all and any feedback is greatly appreciated!
Screenshots as of A29:
cp_hardwood_a290002.png
cp_hardwood_a290000.png
cp_hardwood_a290003.png
cp_hardwood_a290001.png


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