Forum IndexTeam Fortress 2Map Discussioncp_metalworks feedback thread
#31 –10 –9 –11 Frags
listen to the b4nny
[quote=frkn]listen to the b4nny[/quote]
#32 1 2 0 Frags
I only played this map once when my friend was having issues with his PC. The only feedback I can say is that the roll out felt weird since the objects that b4nny pointed out [picture below] felt like they were in the way.

I only played this map once when my friend was having issues with his PC. The only feedback I can say is that the roll out felt weird since the objects that b4nny pointed out [picture below] felt like they were in the way.

[img]http://i.imgur.com/6fFYKZg.jpg[/img]
#33 7 8 6 Frags
Okay, so I've got an updated version ready for testing. I went ahead and put in most of the changes I accepted in this thread. I'm not really sure on some of them, the window at mid seems kind of abusable as a sniper sightline, but who knows.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test.bsp
Okay, so I've got an updated version ready for testing. I went ahead and put in most of the changes I accepted in this thread. I'm not really sure on some of them, the window at mid seems kind of abusable as a sniper sightline, but who knows.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test.bsp
#34 0 1 –1 Frags
Okay, so I've got an updated version ready for testing. I went ahead and put in most of the changes I accepted in this thread. I'm not really sure on some of them, the window at mid seems kind of abusable as a sniper sightline, but who knows.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test.bsp


Sweet! Do you have any pictures of the major changes made?
[quote=Scorpiouprising]Okay, so I've got an updated version ready for testing. I went ahead and put in most of the changes I accepted in this thread. I'm not really sure on some of them, the window at mid seems kind of abusable as a sniper sightline, but who knows.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test.bsp[/quote]

Sweet! Do you have any pictures of the major changes made?
#35 8 9 7 Frags
First thought is that the changes to mid will be detrimental. In previous versions, mid, the yard and alley seemed almost perfect to me so I am missing the need to change mid. The stairs were actually a pretty crucial tool for dodging as medic, also important for scouts to access the roof. While it was annoying to be sitting there and having a soldier land on you from the skybox, it never felt broken, just a feature of the map I guess. Sitting in that window is not very interesting, though I understand the comparison to badlands. Also, you're right that the new sightline is kind of ridiculous.

Everything else could work, we'll see after testing! Big thanks for your work Scorpio :)
First thought is that the changes to mid will be detrimental. In previous versions, mid, the yard and alley seemed almost perfect to me so I am missing the need to change mid. The stairs were actually a pretty crucial tool for dodging as medic, also important for scouts to access the roof. While it was annoying to be sitting there and having a soldier land on you from the skybox, it never felt broken, just a feature of the map I guess. Sitting in that window is not very interesting, though I understand the comparison to badlands. Also, you're right that the new sightline is kind of ridiculous.

Everything else could work, we'll see after testing! Big thanks for your work Scorpio :)
#36 8 9 7 Frags
Yah, sorry.

Changes to last. Got rid of most of the obstructions on rollouts, closed up the gap, shifted the box stack around, and opened up the right most defensive area.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0000.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0001.jpg

Changes to 2nd to last connector on the left side. Reworked the position of the shutter exit to 2nd. Had to move the ramp over a bit to make room.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0002.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0004.jpg

Smaller healthpack behind 2nd point.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0003.jpg

Got rid of the windows on the rollout door. They seemed a bit extraneous, mostly to stop sticky traps, but ultimately not that useful.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0005.jpg

Windows at middle. Worried about some sniper sightline issue, but we'll see how it goes.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0006.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0007.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0008.jpg

Medium health and ammo outside of mid.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0009.jpg
Yah, sorry.

Changes to last. Got rid of most of the obstructions on rollouts, closed up the gap, shifted the box stack around, and opened up the right most defensive area.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0000.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0001.jpg

Changes to 2nd to last connector on the left side. Reworked the position of the shutter exit to 2nd. Had to move the ramp over a bit to make room.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0002.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0004.jpg

Smaller healthpack behind 2nd point.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0003.jpg

Got rid of the windows on the rollout door. They seemed a bit extraneous, mostly to stop sticky traps, but ultimately not that useful.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0005.jpg

Windows at middle. Worried about some sniper sightline issue, but we'll see how it goes.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0006.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0007.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0008.jpg

Medium health and ammo outside of mid.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0009.jpg
#37 1 2 0 Frags
First thought is that the changes to mid will be detrimental. In previous versions, mid, the yard and alley seemed almost perfect to me so I am missing the need to change mid. The stairs were actually a pretty crucial tool for dodging as medic, also important for scouts to access the roof. While it was annoying to be sitting there and having a soldier land on you from the skybox, it never felt broken, just a feature of the map I guess. Sitting in that window is not very interesting, though I understand the comparison to badlands. Also, you're right that the new sightline is kind of ridiculous.

Everything else could work, we'll see after testing! Big thanks for your work Scorpio :)


Yah, I think the window could give medics some of the dodge they lost from the stairs, but I'm not really sure its necessary. I'll probably transfer things back, but I figured I would give it a shot, because it did sound like a cool idea.
[quote=b4nny]First thought is that the changes to mid will be detrimental. In previous versions, mid, the yard and alley seemed almost perfect to me so I am missing the need to change mid. The stairs were actually a pretty crucial tool for dodging as medic, also important for scouts to access the roof. While it was annoying to be sitting there and having a soldier land on you from the skybox, it never felt broken, just a feature of the map I guess. Sitting in that window is not very interesting, though I understand the comparison to badlands. Also, you're right that the new sightline is kind of ridiculous.

Everything else could work, we'll see after testing! Big thanks for your work Scorpio :)[/quote]

Yah, I think the window could give medics some of the dodge they lost from the stairs, but I'm not really sure its necessary. I'll probably transfer things back, but I figured I would give it a shot, because it did sound like a cool idea.
#38 –1 0 –2 Frags
Now the connector looks really bare :(
Now the connector looks really bare :(
#39 7 8 6 Frags
Now the connector looks really bare :(

Well, this was mostly a gameplay focused endeavor. If any of these changes work out, I'll be sure to touch them up when I tidy up.
[quote=Hellbent]Now the connector looks really bare :([/quote]

Well, this was mostly a gameplay focused endeavor. If any of these changes work out, I'll be sure to touch them up when I tidy up.
#40 0 1 –1 Frags
I feel like the new mid will be even more spammable for soldiers. Will have to try, though
I feel like the new mid will be even more spammable for soldiers. Will have to try, though
#41 –1 0 –2 Frags
replace all small ammo packs with medium ammo packs

:D :D :D :D
replace all small ammo packs with medium ammo packs

:D :D :D :D
#42 1 2 0 Frags
Don't spam medium ammo packs, it'll just make engineer annoying outside of 6s D:
Use them wisely just like you would a lunchbox
Don't spam medium ammo packs, it'll just make engineer annoying outside of 6s D:
Use them wisely just like you would a lunchbox
#43 0 1 –1 Frags
if you could put hdr lighting into metalworks that would be amazing c:
if you could put hdr lighting into metalworks that would be amazing c:
#44 7 8 6 Frags
We pugged it yesterday, and it played pretty well.

On second, I think that moving the door over toward the ramp helped a lot because it centralized a lot of the action inside the base and made each area seem more manageable meanwhile reducing backcaps. The rollout is a bit slower and awkward for your combo it seems though.

Last seemed better. The real problem I encounter now is the fact that you spawn so far back in the spawn room that it takes a really long time to get outside, then go all the way around the wall then get to the point. People have also been bothered by the lack of a second way out of spawn.

Gonna have to try it again to really get a feel for the changes on mid.
We pugged it yesterday, and it played pretty well.

On second, I think that moving the door over toward the ramp helped a lot because it centralized a lot of the action inside the base and made each area seem more manageable meanwhile reducing backcaps. The rollout is a bit slower and awkward for your combo it seems though.

Last seemed better. The real problem I encounter now is the fact that you spawn so far back in the spawn room that it takes a really long time to get outside, then go all the way around the wall then get to the point. People have also been bothered by the lack of a second way out of spawn.

Gonna have to try it again to really get a feel for the changes on mid.
#45 7 8 6 Frags
Next version is out. https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test2.bsp

Picutrtresss and changes:

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20000.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20001.jpg

Okay, I added a second exit from spawn by ripping apart a wall and adding a slight hallway. Its a bit clumsy right now, both in terms of looks but also in terms of fluid jumps from spawn. I also moved spawns around a bit: The starting spawns are moved forward closer to the middle of the room (might go further next time) and also moved some of the secondary spawns to the new side exit.

I also got rid of the metal grating on the middle section, so you should be able to do some scout and soldier jumps to the point through the needle.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20002.jpg

Moved the exit from the secondary spawn back. You can still spawn sniper and cover the upper entrance, but you won't be able to dick around with the alleway unless you walk out of spawn.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20003.jpg

Reverted the changes at mid. Sorry unfff :( Unfortunately, the window doesn't seem particularly useful for demos, and mostly leads to annoying sniper antics, like the above spawn sniper shenanigans. Also, in order to make room for the window I had to get rid of the upper platform and the stairs, and that made mid a bit more static than I like. I kept the medium healthpack, but I'm still not sure on how it plays.
Next version is out. https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test2.bsp

Picutrtresss and changes:

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20000.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20001.jpg

Okay, I added a second exit from spawn by ripping apart a wall and adding a slight hallway. Its a bit clumsy right now, both in terms of looks but also in terms of fluid jumps from spawn. I also moved spawns around a bit: The starting spawns are moved forward closer to the middle of the room (might go further next time) and also moved some of the secondary spawns to the new side exit.

I also got rid of the metal grating on the middle section, so you should be able to do some scout and soldier jumps to the point through the needle.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20002.jpg

Moved the exit from the secondary spawn back. You can still spawn sniper and cover the upper entrance, but you won't be able to dick around with the alleway unless you walk out of spawn.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20003.jpg

Reverted the changes at mid. Sorry unfff :( Unfortunately, the window doesn't seem particularly useful for demos, and mostly leads to annoying sniper antics, like the above spawn sniper shenanigans. Also, in order to make room for the window I had to get rid of the upper platform and the stairs, and that made mid a bit more static than I like. I kept the medium healthpack, but I'm still not sure on how it plays.
#46 3 4 2 Frags
Okay, this is probably the last test version, I think I've got something pretty well set up for rc4. There weren't too many changes this time, mostly just clipping and visual alterations. Mid is slightly different, with some of the excess space underneath the balcony cut out to give a bit more room to move around.

https://dl.dropboxusercontent.com/u/3492731/revenant/cp_metalworks_rc3_test3.bsp
Okay, this is probably the last test version, I think I've got something pretty well set up for rc4. There weren't too many changes this time, mostly just clipping and visual alterations. Mid is slightly different, with some of the excess space underneath the balcony cut out to give a bit more room to move around.

https://dl.dropboxusercontent.com/u/3492731/revenant/cp_metalworks_rc3_test3.bsp
#47 5 6 4 Frags
rc4 is the latest version of the map. I haven't had a lot of chances to test from rc3_test3, but with hammer's impending inaccessibility via steam pipe update, I figured I better get something out sooner, rather than later.

https://dl.dropboxusercontent.com/u/3492731/revenant/cp_metalworks_rc4.bsp
rc4 is the latest version of the map. I haven't had a lot of chances to test from rc3_test3, but with hammer's impending inaccessibility via steam pipe update, I figured I better get something out sooner, rather than later.

https://dl.dropboxusercontent.com/u/3492731/revenant/cp_metalworks_rc4.bsp
#48 0 1 –1 Frags
so scorpio, is it safe to assume we will be playing rc4 this season in ESEA? If so people should get it on servers/pugnas etc for the upcomming season.
so scorpio, is it safe to assume we will be playing rc4 this season in ESEA? If so people should get it on servers/pugnas etc for the upcomming season.
#49 1 2 0 Frags
so scorpio, is it safe to assume we will be playing rc4 this season in ESEA? If so people should get it on servers/pugnas etc for the upcomming season.

Yes, barring any bugs or glitches (which I don't think are likely to occur), RC4 is the version for this season of ESEA.
[quote=BlueberryVillain]so scorpio, is it safe to assume we will be playing rc4 this season in ESEA? If so people should get it on servers/pugnas etc for the upcomming season.[/quote]

Yes, barring any bugs or glitches (which I don't think are likely to occur), RC4 is the version for this season of ESEA.
#50 –26 –25 –27 Frags
It's really ugly.

Hope this helps :)
It's really ugly.

Hope this helps :)
#51 17 18 16 Frags
It's really ugly.

Hope this helps :)


https://www.youtube.com/watch?feature=player_detailpage&v=iAKxVCoTYXs#t=98s
[quote=atmo]It's really ugly.

Hope this helps :)[/quote]

https://www.youtube.com/watch?feature=player_detailpage&v=iAKxVCoTYXs#t=98s
#52 –1 0 –2 Frags
Nah, process is very nice.
Nah, process is very nice.
#53 6 7 5 Frags
By the way, I'm really glad that you have interest in making your map better for competitive TF2. Thanks for considering my healthpack change in the second point. The changes look solid overall. :]
By the way, I'm really glad that you have interest in making your map better for competitive TF2. Thanks for considering my healthpack change in the second point. The changes look solid overall. :]
#54 1 2 0 Frags
Can i have 2d view of this map?
Can i have 2d view of this map?
#55 4 5 3 Frags
Can i have 2d view of this map?

sv_cheats 1
cl_leveloverview 7
[quote=makemind]Can i have 2d view of this map?[/quote]

sv_cheats 1
cl_leveloverview 7
#56 –7 –6 –8 Frags
The opening at the bottom at the middle point allows the demo to shut off the entire right side of middle, putting something to limit the power of the demoman right there would make middle more balanced.
The opening at the bottom at the middle point allows the demo to shut off the entire right side of middle, putting something to limit the power of the demoman right there would make middle more balanced.
#57 5 6 4 Frags
The opening at the bottom at the middle point allows the demo to shut off the entire right side of middle, putting something to limit the power of the demoman right there would make middle more balanced.

I think that's what the demo does.
[quote=lias]The opening at the bottom at the middle point allows the demo to shut off the entire right side of middle, putting something to limit the power of the demoman right there would make middle more balanced.[/quote]

I think that's what the demo does.
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