Hardwood

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Hardwood
Cp hardwood.png
Basic Information
Map type: Attack/Defend
File name: cp_hardwood_final
Released: July 12, 2023 Patch
(Summer 2023 Update)
Developer(s): Ben "Squishy" Dowman
Emil Sharafeev
Faye
Puinguin
Liam "Diva Dan" Moffitt
E-Arkham
Roman "FanCyy" Malashkevich
Map Info
Environment: Alpine
Setting: Daylight, cloudy
Hazards: Pitfall
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×9  •  Mediumhealth.png ×16
Ammoico.png Ammo Boxes: Smallammo.png ×9   •   Mediumammo.png ×18   •  
Largeammo.png ×1
Map Photos
Loading screen photos.
Map overview
Hardwood overview.png
Map Stamp
Item icon Map Stamp - Hardwood.png
Supporters Leaderboard
Hardwood is wood from dicot trees. These are usually found in broad-leaved temperate and tropical forests. In temperate and boreal latitudes they are mostly deciduous, but in tropics and subtropics mostly evergreen.
Hardwood publicity blurb

Hardwood is a community-created Attack/Defend Control Point map that was included with the Summer 2023 Update. The map is set in a redwood sequoia grove where RED team is secretly constructing a calutron operation.

The setup timer is 1 minute and 15 seconds.

Hardwood was contributed to the Steam Workshop.

Locations

Pictogram comment.png The following locations are described from the BLU perspective.

Point A

Control point A is located inside of an open building that is undergoing construction.

  • Dicot Holdings: BLU team's initial spawn is located in a blue cottage near a cliff. It has three exits in total. A split path leads to either the front or back side of the control point.
  • Salt Rock: A red building directly outside the BLU spawn. It has a small ammo pack inside and a medium health pack on its back porch.
  • Cornwall Flank: Opposite the Salt Rock is a small structure that leads to the right side of the first point, near the Data Link Building.
  • Construction House: The building housing the control point.
  • Data Link Building: Across from the point is a building that overlooks the area from an open doorway above. Its lower half can be used to access the path to control point B.
  • BLU's Second Spawn: BLU team's second spawn is located here, opening once point A is captured.

Point B

Control point B is directly outside of RED base, and next to a large sequoia tree.

  • Main Path: The area after control point A. A small side route to the left allows players to wrap around the other side.
  • Husky Acres: A large, multi-story building that sits in front of Point B, separating it from the Main Path. Its lower floor has a medium health kit and ammo pack and the upper floor has a small health kit. There are windows on the top floor that lookout onto the second point.
  • Elevator: A small room that leads behind control point B.
  • BLU's third spawn: Located behind the Elevator. It becomes available once Point B has been captured.
  • Sequoia: A large, towering sequoia tree, with a wooden pathway built around it. A short underpass leads to a flank route. There are two health packs and two ammo packs in and around this tree.
  • RED's First Spawn: RED team's first spawn is across from point B. It closes following point A's capture.

Point C

Control point C is deep within RED base, and is sat upon a raised walkway over the RED team's Calutrons.

  • RED Base: A wide open warehouse area with multiple levels.
    • Entryway: The area directly behind the first RED spawn. It is a gentle slope that descends down to the Calutrons.
    • Catwalk: The top part of the Entryway is bridged by a catwalk that features a medium health pack. It leads to the Left Flank.
    • Left Flank: A room with removed windows, allowing it to overlook the final control point.
    • Right Flank: A route to the right side leads to the back of the control point, as well as the lower area of point C.
    • Command Room: Located to the right of the final point is a small room with a medium health pack.
    • Calutrons: Located below the platform that houses Point C are two rows of calutrons (large rectangular machines). In between the two rows is a medium health pack.
    • Under Path: A lower path that passes by the Calutrons and can be used to access the back area of the control point from below.
    • RED's Second Spawn: RED team's second spawn is behind point C, with two exits near the left and center.

Strategy

Main article: Community Hardwood strategy

Control Point timing

Control Point Multiplier Seconds
Control Point A ×1
32 .000
×2
21 .333
×3
17 .455
×4
15 .360
Control Point B ×1
26 .000
×2
17 .333
×3
14 .182
×4
12 .480
Control Point C ×1
16 .000
×2
10 .667
×3
8 .727
×4
7 .680


Update history

July 12, 2023 Patch 1 (Summer 2023 Update)

  • Added Hardwood to the game.

July 20, 2023 Patch 1

  • Fixed a crash affecting a small number of players
  • Minor clipping adjustments throughout the map
  • Minor lighting issues fixed throughout the map
  • Adjusted areaportalwindow fade brush textures
  • Adjusted collisions for some props

Changelog

This is the changelog of the map before it was added to the game.
Changelog:
Changelog (April 11, 2019)

B is Hard to defend, hopefully this helps 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.

Changelog (April 16, 2019)

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

Changelog (April 17, 2019)

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!

Changelog (April 27, 2019)

  • Added the C point, changed the layout slightly, adjusted cap times, added windows, and adjusted clipping

Changelog (April 29, 2019)

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

Changelog (June 9, 2019)

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

Changelog (June 17, 2019)

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!

Changelog (July 10, 2019)

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.

Changelog (July 10, 2019)

  • I somehow disabled clipping over A, this should fix that. Hopefully there aren't any other issues

Changelog (July 11, 2019)

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

Changelog (July 13, 2019)

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..

Changelog (July 20, 2019)

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

Changelog (July 22, 2019)

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!

Changelog (July 23, 2019)

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!

Changelog (July 24, 2019)

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
  • 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!

Changelog (July 24, 2019)

  • No changes that should concern anyone

Changelog (October 20, 2019)

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

Changelog (October 21, 2019)

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

Changelog (October 26, 2019)

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

Changelog (October 30, 2019)

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

Changelog (November 2, 2019)

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

Changelog (November 17, 2019)

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

Changelog (November 27, 2019)

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.

Changelog (November 27, 2019)

  • why does it only compile LDR if the HDR box is checked

Changelog (December 14, 2019)

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
  • 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
  • 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

Changelog (December 26, 2019)

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
  • 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
  • Fixed some clipping and other minor bugs
  • Probably more things I forgot

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

Changelog (January 3, 2020)

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

  • 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?

'Changelog (January 4, 2020)

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

Changelog (January 11, 2020)

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

Changelog (February 2, 2020)

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!!

Changelog (February 5, 2020)

  • Stank bug causing crashes, maybe this will fix it
  • idk what's actually causing the bug though so it's a shot in the dark

Changelog (February 9, 2020)

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!

Changelog (February 23, 2020)

This update brings:

  • Changed blu's route into C on the right, now penetrates further, allows red to set up a sentry on the path there for better coverage of the main routes. The old route also meant that no one ever used the other routes as they had no benefits
  • Raised red's ground on B so they can properly defend + removed blu's cover
  • Moved ammo on B to more visible places
  • Moved tree in A->B connector to better emphasise the side flank for blu
  • Changed red highground on A, strengthens the previously little-used inner route. May need to also move the outer route closer to A so sentries have more strength
  • Updated some clipping
  • Probably more I've forgotten

Changelog (March 1, 2020)

This small update brings:

  • Made last even thinner
  • Added more ammo for defenders on last
  • Fixed some minor clipping issues
  • Added boards on glass at B so it's more obviously glass
  • Fixed a missing respawnroom
  • Maybe one or two other things I'm forgetting? Sort of at a loss of what to do atm though in terms of improving the layout
  • Cleared up some dead space around last

Changelog (April 5, 2020)

This update brings:

  • Basic 3D skybox on the blu spawn/B point vista
  • Merged the pre-C rooms into one, made the geometry *slightly* less awkward
  • Made it so that red has a harder time pushing into the room that blu holds from - now the staircase on the left side of C (blu approach) is a dropdown, and is on slightly lower ground than the large ledge that blu has. Red's only entrance to this area is the large, fairly exposed main entrance to C now, and a proper blu sentry spot on the ledge should easily counter it.
  • Misc changes to geometry around C + textured the tops of beams so it's clear you can't shoot through (thanks Bikkie)
  • Clipped some small ledges
  • Made moneyface platform taller so it looks less like you can jump onto it
  • Fixed clipping in pre-C area to stop perching
  • Added a room for defenders by C, replacing the awkward and useless barrel mess that was there before
  • Made C's room a little thinner to aid red defence
  • Stopped red team from using the A spectator cam after the point is capped
  • Made blu's first spawn's gates cooler
  • Perhaps some miscellaneous changes I'm forgetting.

Thank you to everyone who's tested A30a, as well as all the other versions!

Changelog (April 7, 2020)

This update brings:

  • Added more cover for red on last, on defensive spots
  • Made the dropdown route penetrate further into C (now under the point)
  • Reworked weird staircase in pre-C area
  • Fixed clipping in C (doorway, perch spot) (ty racoons and hubert cumberdale)
  • Partially divided the large area into 2 (pre-C) and made it slightly shorter
  • Moved skybox rocks up so they appear larger
  • Moved health outside of blu's 2nd forward at B (and made smaller)
  • Signed red's B->A route a bit better, changed lighting, shifted some geo so it's clearer where to go
  • Finally moved the setupgate in blu's first spawn to the outermost doorway (sorry I didn't do this earlier)
  • Fixed duplicate health and ammo packs in opening area, at pre-C room, and in the B-A connector
  • Added a detail blocker for a rock near B
  • Made the ramp leading to the blu B overlook thinner
  • Might make the flow between B and A better eventually, once I decide how to get around to it without big changes (ty maid)

Thanks to everyone who's tested it so far

Changelog (April 9, 2020)

This update brings:

  • Fixed a stuck spot
  • Fixed some weird clipping
  • Fixed some lighting on rocks

Those are the only changes for now

Changelog (April 12, 2020)

This update brings:

  • Added a staircase up from the right-side dropdown on C (blu view) for a more direct way to the point
  • Slightly shrunk cover on C for the full ammo pack platform
  • Added a 1 way door to the left dropdown exit
  • Made 1 way glass 2 way
  • Fixed a railing going through a wall
  • Made more clear that an indoor platform couldn't be reached (pre C)
  • Redid geometry on right of red's last spawn to make it clearer there's an exit there, + moved spawnpoints to a more central spot
  • Clipped railing in first blu spawn
  • Clipped a lip on the lower B flank
  • Fixed tree clipping not extending high enough up
  • Increased delay on door locking for red's 1st spawn on A cap (thanks bikkie), should align to spawntimes now
  • Fixed a resupply locker shadow
  • Clipped a small step-up

Thanks to everyone who's tested and given feedback

Changelog (May 30, 2020)

It's been nearly 2 months since the last update, wow

  • Remade C entrances + geo in the C room
  • Added a skybox wall across the structures around A to stop the whole map rendering at once, hopefully this helps with performance a little
  • Added a few more trees
  • Fixed weird clipping/rendering issues
  • Probably other things I've forgotten, I've not touched this in a while because I just lost motivation whenever I opened the VMF. After finishing misc fixes on the feedback page I couldn't bring myself to make new C geo

ty to toopliss for telling me to go finally update this map, that helped me get the motivation to design the new areas and push this update out

Changelog (May 31, 2020)

  • Changed some clipping across the map
  • Lowered the amount of ammo on the A lowground to help against sentries there - they had two mediums very close together to survive off of
  • Made the left balcony on C wider
  • Gave more space to the right attacking route
  • Added railings on the right route exit so defenders can't storm it and hold it easily
  • Made the left sentry spot weaker by reducing the space and amount of cover available
  • Probably some other changes I'm forgetting

Designing blu entrances to areas is such a pain...I wish there was some sort of design philosophy I could keep in mind while making them so that I could design interesting combat spaces that teams can flow through and fight in properly, without massive disadvantages

Changelog (June 1, 2020)

People seem to really enjoy the map, I'm quite happy with it too. This update is mostly small tweaks, could probably pass for an a35a tbh.

  • Widened lower doorway in pre-C lobby (right one) and right C->B doorway
  • Brightened up some areas around B and C
  • Clipped some walls/lips around B
  • moved the tree in front of the A forward + added a sign, hopefully players are lead past A more? I might move the spawndoor a little if this isn't enough

I'll fix up any graphical issues like skybox issues/badly lit trims/non-skybox sequoia tops in beta

Changelog (June 22, 2020)

This minor update brings:

  • Increased blu respawnwavetime by 2 seconds for C
  • Removed the pillar on C
  • Reduced red respawnwavetime by 1 second

Working on hardwood_b1 currently, just want to put these small changes out to reflect how it'll be in the beta and see if they affect blu rolling last so often. I may have to change up respawnwavetimes a little more later on, if this doesn't help enough.

Changelog (June 24, 2020)

  • Removed 2nd lower door, moved door further back (now it's flush with the inner edge of the balcony) - the lower C door is now less exposed and snipers have to go slightly more into last to get a sightline
  • Changed geo of balcony area - the left route is now flush with it to allow for easier rotation back onto the balcony, the roof over that area has been lowered, the large column has been made flush with the central staircase up
  • Widened the left route, removed moneyfaces, added a large pipe structure to draw the eye w/ colour contrast
  • Made red's forward smaller and raised the base of it to facilitate the new stair changes - the geo of them is now less jank
  • Moved the right route entrance further back, added a light to highlight it to attackers like the sniper window on B
  • Moved the staircase to upper area on the right route to the side - now you're able to get to it faster as a blu player
  • Moved in the walls of the lower right route more to focus players better
  • Pushed the exit dropdown back slightly so the route doesn't penetrate as far and a blu player must commit a bit more to hit sentries on the left platform
  • Added a cubby at last for spies, and a crate on the right (defender's view) platform + deepened it, again to provide a better spy decloak position
  • Replaced barrels in left (defender view) structure with audunite crates to prepare for beta theming + to slightly alter geometry. Thanks to emil for creating the texture
  • Turned cover onto last into glass so blu has a better idea of what they're pushing into
  • Widened the left forward cover (defender view) to hopefully encourage players to use it more, the dropdown is also not as effective anymore so hopefully red can control the doorway a little more
  • Lengthened the cover on the right (defender) balcony so sentries and dispensers can fit behind more easily
  • Changed geo of the staircases out of spawn a little to make the way back to spawn ever so slightly faster

Changelog B1 (March 27, 2022)

It beta 1 now

  • Small layout changes around C, in addition to full map detailing.
  • Spawnrooms and skybox rendering issues to change in B2, as well as some general detail refining.
  • Thanks to @Emil_Rusboi for detailing feedback and models at C, Lucky for optimisation help, @Wilson and Chin for detailing feedback.

Changelog (March 27, 2022)

  • Fixing clipping at C and B, and adding chickenwire on fences at A - thanks @Gravidea for pointing these out

Changelog (January 21, 2023)

Nearly 10 months since beta 1 released, 3 years 9 months since the original release, and 46 versions later; beta 2 is complete. Most detailing should be finished by now, and optimisation is now the main thing I'll be looking at. Thank you to everyone who's given feedback along the way.

  • Asset credits:
    • thin pines - Diva Dan
    • sequoias - EArkham
    • cap point base, C point hero props, cables, and winches - Emil Rusboi

Changelog (January 28, 2023)

  • For this update, I've made a lot of small improvements to optimisation;
    • implemented propfades for most of the props in the map
    • added areaportal windows
    • cut down on excessive numbers of rock props
    • replaced a lot of sequoias in the skybox with displacement cards
  • and gameplay;
    • full map clipping pass (should be a lot better)
    • made a full ammo on C into a medium to help blue a little
    • blocked red vision of left blue flank to the red highground on B; this should hopefully help blue both push in, and set up proper defense against red players trickling through and getting behind blue team
    • custom props missing collisions should be fixed with this update too.
  • Hopefully this won't introduce many new issues.

Thank you to those on tf2maps and THG who tested b2, and to Defcon for some optimisation feedback,

Changelog (February 13, 2023)

  • Updated detailing around C primarily (and detailed forward spawns)
  • Added some new prop fades
  • Improved clipping
  • Fixed miscellaneous bugs with the skybox and props
  • Updated hint brushes
  • Tried to highlight lower route on C better

Changelog (February 19, 2023)

  • Removed B rock jump, i didnt like how it broke the upper lobby for blu
  • added window on B for red
  • reduced B and C cap times
  • more optimisation
  • more clipping
  • more C detailing
  • new setup gates (ty emil)
  • maybe more

Changelog (February 21, 2023)

  • Helping engineers on A and B
  • Minor clipping and bug fixes too

Changelog (February 24, 2023)

  • Accidentally changed OnTrigger to OnUser4 for blu spawns moving to C..blu spawns have been fucked for both b5a tests without me realising unfortunately.
  • This update fixes that, everything else will come for rc1 once a friend finishes work on vis optimisation.

Changelog RC1 (March 5, 2023)

Release candidate. One test on tf2m servers to check performance then I will either upload this or rc1a to the workshop.

  • Changes:
    • (hopefully) improved performance,
    • fixed some render bugs, some do remain though
    • 15 more seconds on map start and on A cap (for +30 seconds total)
    • roof tiles on A for better jumping
    • raised height of some roofing
    • improved lighting and detailing around C
    • reduced length of ramp flank room at C
    • numerous detailing adjustments
    • numerous small bug and clipping fixes

Thank you to each and every person who's taken the time to leave feedback over the past 3 or so years for this map.

Changelog (March 6, 2023)

  • Fixed a big rendering issue, added menu photos, updated some detailing, and fixed up areaportals.

Changelog (March 10, 2023)

RC1b - workshop release version.

  • Lighting errors and some other minor issues fixed, and updated menu photos.

Changelog (April 29, 2023)

Small fixes update

  • fixed dodgy areaportals at C
  • rendering fixes
  • skybox updates
  • minor clipping and nobuild updates
  • a little more health on C point

I think that's everything, no significant changes - just tidying up for may 1st

Changelog (May 8, 2023)

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 falling back
  • Added a little health on upper B hold
  • Moved packs from the forklift to the right side room (red view) for the rear B hold, as red players seem to enjoy holding back there a lot yet there wasn't much nearby to work with
  • Added some extra ammo/health for C defenders on both left and right holds
  • Added cover on the left red hold, this also forces attackers to come closer to the point (and into sentry range) so they can't just outrange the right hold for free
  • Clipping fixes
  • Signage pass across the whole map

I'm considering adding a second spawn exit for blu's 3rd forward - will have to see if the spawn gets camped more.

Changelog (May 16, 2023)

  • 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 blu first spawn perf

Changelog (May 18, 2023)

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 playspaces yet

Changelog (May 25, 2023)

  • 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

Changelog RC4 (May 26, 2023)

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 treecards behind blue spawn (1st)
    • Added some no-entry signs on doors

Trivia

  • In BLU team's first spawn, there are 5 miniature ladders hidden around that can be destroyed. After destroying all 5, the ladder on the outdoor balcony and the ladder by the front spawn door can be climbed.
  • Above the entryway to RED team's base is a catwalk to a doorway labeled "Top Secret". Inside is a meeting room with multiple deer cutouts surrounding a table, the one at the head of the table seated by three telephones.

Gallery