Hacksaw

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Revision as of 10:31, 8 December 2023 by SpyAmogus (talk | contribs) (Update to remove the custom map mention.)
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Hacksaw
Plr hacksaw.png
Basic Information
Variants: Bonesaw
Developer(s): Unknown
Map Info
Environment: Snowy
Setting: Day
Hazards: Pitfalls, Saw Blade Carts
Map Overview
Hacksaw overview.png

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%.

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