Hideout was an interesting map to work on because it started as me just focusing on art and then transitioning to my current role- Senior Technical Environment Artist. This meant that, after my art tasks were done, I moved over to running the art side of things and really digging into performance debugging and optimization.
The field of grass was a weird challenge because the designers wanted it to be possible to hide in the tall grass during normal gameplay. Unfortunately, this caused a lot of rendering and performance problems, especially for the player(s) actually in the grass, so we had to thin the grass out and disable a lot of rendering features.
Ironically, there's not a ton of people that use the grass in that capacity; everyone has wildly colorful character and weapon skins!
Props to the map runner for Hideout, Josh-David Isaacson; working on this map was smooth sailing! https://www.artstation.com/jdvi