Hacksaw
Revision as of 05:50, 9 December 2023 by BrazilianNut (talk | contribs)
Hacksaw has multiple variations, including Bonesaw.
Hacksaw | |
---|---|
Basic Information | |
Variants: | Bonesaw |
Developer(s): | Unknown |
Map Info | |
Environment: | Snowy |
Setting: | Day |
Hazards: | Pitfalls, Saw Blade Carts |
Map Overview | |
Hacksaw is a community-created Payload Race map set in a snowy field, the goal of both teams is to hack each other's computer terminals using their Payload carts. A Halloween version was added in the Scream Fortress 2022 update.
Hacksaw was contributed to the Steam Workshop.
Locations
- Cliff Side: A death pit with a medium health kit, this cliff side is near were both BLU and RED's Payload carts start.
- Spawn: Both RED and BLU, the spawns seem to take place in a storage unit area.
- Finish Point: This is where the computer terminals are. The team has to stay next to cart until the "Hacking" process has reached 100%.
Strategy
Main article: Community Hacksaw strategy
“Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Update history
December 7, 2023 Patch (Smissmas 2023)
- Added Hacksaw to the game.
Changelog
This is the changelog of the map before it was added to the game.
Changelog:
Nov 29, 2021
- 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.
Dec 4, 2021
- 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.
- 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.
- Added pickup patches.
- Fixed unwalkable displacement triangles.
- Added a pipe route up to each team's sniper battlement, away from the spawn route.
- 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.
Jan 6, 2022
- 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.
- Remade the balconies to wrap around and provide better coverage.
- Extended the cart path by having it briefly travel through each team's building.
- Changed rocket cliff area to be wider and made the healthkit a full one.
- Made cliff hut healthkits small.
- Added little wood platforms outside of various windows to make peeking and blast jumping up to them easier.
- Entirely remade the finale.
- Changed some short fences to tall fences to better signify clipped off OOB areas.
- Made the resupply lockers a bit less hidden.
- Changed skybox texture as an experiment.
- Removed OOV sequoia trees because they were too distracting.
- Returned snow particles.
- Lowered respawn wave time to 3 (6 max) seconds from 4 (8 max).
- Shortened sequoias.
- Closed a spawn exit to fix a sightline.
- Added a sniping window to each team's battlements that faces the finale.
- Lengthened setup time.
- Added some cool stuff that you'll have to see in game.
- Fixed some misaligned window textures.
- Fixed missing particle manifest file.
Jan 10, 2022
- Added one-way doors around the spawns similar to hightower (dont bother trying to exploit as engi with teleporters i thought of that already)
- 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
- 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
- Removed grass that somebody thought was a spy
Jan 17, 2022
- Updated mid, cliff, and finale.
- Extended each team's building out to have a new hut.
- The cliff now has a small ammo kit on each team's slope.
- 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.
- 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.
- Added a doorway with a wooden platform accessible from the finale that allows you to shoot down toward the cliff.
- The jump pad has been removed (sorry) and replaced with a full ammo cubby.
- Moved the rocket from the cliff to the finale.
- Removed big rock at mid, making for a much more straightforward access to the finale from mid.
- 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.
- 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.
Jan 18, 2022
- Fixed blue payload triggering a red victory.
- Fixed some visible prop fades.
Jan 19, 2022
- 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.
Jan 21, 2022
- Added fallback material for the rocket model for players on FPS configs.
- Fixed gutters that players could stand on.
- Fixed collisions on railings next to the rocket.
- Adjusted some fog transitions.
- Lightened up some sniper windows.
Feb 4, 2022
- Detailed the map (final custom assets to come in RC).
- Optimized the map.
- Added Soundscapes.
- Added a welcome cam.
- Adjusted resupply locations for ease of access and readability.
- Receeded a cliff to prevent a stuckspot.
- Adjusted little bits of the layout here and there, mainly around stairs to provide for more breathing room.
- Made final push slightly slower and re-implemented visual and audio effects.
- Fixed various clipping around the map.
- Returned the cart to a level 1 dispenser instead of level 2.
Feb 5, 2022
- Hotfix to b1 to fix missing sky (you should delete your existing b1 version if you have downloaded it).
Feb 10, 2022
- Raised respawn times (from wave time 3 to wave time 6) so that defenders aren't as overwhelmed.
- Lessened the time it takes to cap (slower than Alpha 6a, faster than B1).
- Fixed some stuck spots behind trees.
- Fixed perch spots.
- Repositioned glowing signs to be larger and more readable.
Feb 15, 2022
- Fixed perch spots above wooden doorways and metal roofs.
- Finale siren can be heard from a much greater distance.
- Fixed missing fog and soundscape transition in barn windows.
- Gate triggers are larger to prevent you from bumping into them.
- Removed red buildings from the 3dsky for being too distracting.
- Moved wooden planks that were covering gameplay signs.
- Moved the CP holograms to make it more obvious that the computer is the objective.
- More detail adjustments.
Feb 19, 2022
- Added smooth clipping against lots of retaining walls.
- Fixed perchable OOB rocks and loudspeakers.
- Fixed some instances of soundscapes loading incorrectly when outdoors.
- Fixed RED cliff rollback zone being slightly longer than BLU's.
- Cleaned up some OOB details.
- Added some more wires for detail.
Feb 22, 2022
- Added some clipping steps around various ramps to make traversal easier.
- Added screen text that displays hacking progress for both teams (it will have some improved effects in RC).
- Made payload nodes at the first crossover smoother.
- Fixed some instances of hacking warning noise looping when hacking wasn't in progress.
- Fixed incorrect texture scaling on balconies.
- Fixed doorways with no clipping.
- Lowered intensity and changed color of indoors fog.
- Added some arrows to sniper window interiors.
Mar 1, 2022
- Redid the 2d skybox.
- Tweaked environment lighting.
- Increased outdoor fog start distance.
- Disabled collisions on crows.
- Optimized occluders.
- Removed door in finale that overlooked the cliff.
- Fixed a rock far from the cliff that could be stood on.
Mar 20, 2022
- Gameplay changes.
- Removed the func_push fences around the map, making all of the wooden fences consistent.
- Removed clipping around the now un-fenced cliffs, so that you can jump across more of the pit.
- Removed walkable pipes in each team's battlements that made it too easy to flank players nesting in the upper floor.
- The upper floor's fence has been replaced with a single open window to provide more cover.
- Fixed some bits of unwalkable displacements.
- Optimization.
- Added lots of area portal windows around the map to make some spots unload when they should.
- Largely reduced overall amount of props.
- Replaced all retaining wall props with brushes.
- Extended retaining walls near the payload starting area to add a bit more cover and occlude more models.
- Art
- Touched up various detailing around the map, breaking up some larger walls and adjusting all of the vistas.
- Prettied up some of the sniping windows to look more visually consistent with other windows across the map.
- Added custom detail sprites to replace grass props.
- Fixed various props that were duped and overlapping.
Jul 27, 2022
- Reworked the rocket launch area.
- Lowered height of launch platform wooden walls.
- Added additional wooden walls for cover.
- Removed middle entrance to launch platform, you will now have to walk around.
- Reduced cover around the capture zones.
- Moved the rocket into the silo and replaced it with an air vent, like a less-clunky version of the old exhaust vents.
- Moved silo full ammo pack to the cliff.
- Brightened and opened second window of each team's barn.
- Extended doorways for cliffside houses.
- Added more SFX to the computer terminals.
- Trimmed the corners of some occluders that were culling stuff too soon.
- Adjusted area portal window distances.
- Added chicken wire to wooden fences to make them bulletproof.
- Removed middle sniper balconies.
- More detailing tweaks.
- Fixed detail sprites poking thru brushes.
- Fixed gaps in payload track models.
- Fixed more perch spots.
- Fixed being able to stand on some large trees.
- Smoothed clipping around more beams and objects.
- Removed collision on OOB props.
- Optimized more lightmaps.
Jul 30, 2022
- Added houses around the launch platform to add more sensible cover and block erroneous sightlines.
- Fixed up some clipping around the silo.
- Fixed red side not having a piece of cover near the cliff huts, and added another small piece to both sides.
- Optimized more lightmaps and visibility.
Aug 3, 2022
- The finale now takes 33% longer to hack.
- Hacking percentage now increments every 5% instead of every 10%.
- Reworked the barn windows.
- Fixed clip brush that was blocking a red team window.
- Added small platform outside of each barn window.
- Turned a window into a door.
- Cleaned up some lamps to have no collision and block less sight.
- Lowered fences behind computer terminals and cleaned up their collision.
- Restored battlements pipe to return some flankability to each team's upper base.
- Slightly increased the strength of the silo wind tunnel.
Oct 27, 2022
- Added finale FX including various sounds, particles, and animations.
- Ported all gameplay, optimization, and aesthetic changes from Bonesaw.
Dec 2, 2022
- Fixed floating tree props outside RED spawn.
- Fixed a few problematic brushes.
- Fixed leftover Bonesaw textures on BLU barn.
Dec 3, 2022
- Fixed missing staircase in BLU base.
Gallery
|
|