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current version: cp_proworks_v1a 4/11/22
Original map by Ian "ScorpioUprising" Cuslidge
Skybox by Aeon "Void" Bollig
Edit of Metalworks intended for competitive play. Map is currently being run in ozfortress Sixes Season 35. If you have any other questions or want to run the map in a cup/season feel free to reach out to me on discord(xobile#9263) or steam.
Changelog
Show Content
V1a 4/11/22
- Shutter into last opens slightly faster
- Fixed clipping on mid boxes next to crates
- Added clip on box next to valley truck pack
- Smoothed clipping on sign outside last spawn
- Clipped off window spot on last
- Clipped off spot under sheet metal in alley
- Adjusted window frame in IT/map room
- File size halved
- Other minor fixes
V1 25/10/22
- All changes included with the refresh’s F2 version
- Changed skybox (sky_twilight_02) to noon to improve visibility + lighting, hdr, and fog settings to match
- Forward spawn doors are larger
- Mid forward spawn shack extended outwards slightly
- Wooden ramp up to mid bridge widened
- Hid black props around map and 3d skybox
- Metal beam gap onto last widened
- Lowered wall between valley and crates on middle
- Lighting adjustments map wide
- Truck and pack in valley swapped
- Added a balcony in valley
- Area under mid point no longer extrudes up
- Added pallet up to crates on mid
- Added connector room between alley and house
- Adjusted health and ammo packs
- Removed railings on bridge from 2nd
- Removed a doorway from bottom right 2nd
- New door from lobby onto bridge opposite shutter
- Removed gap from crate to last point
- Removed wood scaffold from last under crate
- Ramp from in lobby centered
- Various other changes
Screenshots
Workshop
TF2Maps
[url=https://tf2maps.net/downloads/proworks.14761/download]DOWNLOAD[/url]
current version: cp_proworks_v1a 4/11/22
Original map by Ian "[url=https://steamcommunity.com/id/scorpiouprising/]ScorpioUprising[/url]" Cuslidge
Skybox by Aeon "[url=https://steamcommunity.com/id/void001/]Void[/url]" Bollig
Edit of Metalworks intended for competitive play. Map is currently being run in ozfortress Sixes Season 35. If you have any other questions or want to run the map in a cup/season feel free to reach out to me on discord(xobile#9263) or [url=http://steamcommunity.com/profiles/76561198017283362]steam[/url].
[b]Changelog[/b]
[spoiler]
[b]V1a[/b] 4/11/22
- Shutter into last opens slightly faster
- Fixed clipping on mid boxes next to crates
- Added clip on box next to valley truck pack
- Smoothed clipping on sign outside last spawn
- Clipped off window spot on last
- Clipped off spot under sheet metal in alley
- Adjusted window frame in IT/map room
- File size halved
- Other minor fixes
[b]V1[/b] 25/10/22
- All changes included with the refresh’s F2 version
- Changed skybox (sky_twilight_02) to noon to improve visibility + lighting, hdr, and fog settings to match
- Forward spawn doors are larger
- Mid forward spawn shack extended outwards slightly
- Wooden ramp up to mid bridge widened
- Hid black props around map and 3d skybox
- Metal beam gap onto last widened
- Lowered wall between valley and crates on middle
- Lighting adjustments map wide
- Truck and pack in valley swapped
- Added a balcony in valley
- Area under mid point no longer extrudes up
- Added pallet up to crates on mid
- Added connector room between alley and house
- Adjusted health and ammo packs
- Removed railings on bridge from 2nd
- Removed a doorway from bottom right 2nd
- New door from lobby onto bridge opposite shutter
- Removed gap from crate to last point
- Removed wood scaffold from last under crate
- Ramp from in lobby centered
- Various other changes[/spoiler]
[url=https://imgur.com/a/lwB9ZTB]Screenshots[/url]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2877891149]Workshop[/url]
[url=https://tf2maps.net/downloads/proworks.14761/]TF2Maps[/url]
I firstly just want to say that I appreciate the considerable amount of effort put into using the horrendous tool that is hammer and improving the maps we're playing in this community but for the love of god can we please stop fucking portmanteauing pro- into every word in the english language this shit is getting ridiculous.
I firstly just want to say that I appreciate the considerable amount of effort put into using the horrendous tool that is hammer and improving the maps we're playing in this community but for the love of god can we please stop fucking portmanteauing pro- into every word in the english language this shit is getting ridiculous.
ZestyI firstly just want to say that I appreciate the considerable amount of effort put into using the horrendous tool that is hammer and improving the maps we're playing in this community but for the love of god can we please stop fucking portmanteauing pro- into every word in the english language this shit is getting ridiculous.
lol, fair
maybe i just went full dent head mode but i genuinely couldn't come up with a better name for months, ill take any suggestions ahaha
[quote=Zesty]I firstly just want to say that I appreciate the considerable amount of effort put into using the horrendous tool that is hammer and improving the maps we're playing in this community but for the love of god can we please stop fucking portmanteauing pro- into every word in the english language this shit is getting ridiculous.[/quote]
lol, fair
maybe i just went full dent head mode but i genuinely couldn't come up with a better name for months, ill take any suggestions ahaha
What’s the thought process behind connecting alley and house? I feel like the flank should be separated there
Also curious why you removed the doorway on bottom right ramp room on 2nd
What’s the thought process behind connecting alley and house? I feel like the flank should be separated there
Also curious why you removed the doorway on bottom right ramp room on 2nd
xobileill take any suggestions ahaha
A good old mapname_pro never hurt anybody.
[quote=xobile]ill take any suggestions ahaha[/quote]
A good old mapname_pro never hurt anybody.
BYS_ShadowFenixWhat’s the thought process behind connecting alley and house? I feel like the flank should be separated there
Also curious why you removed the doorway on bottom right ramp room on 2nd
1. i thought it could be used as a place for both attackers and defenders to stage pushes/counters. i tried to not make it easy to control for either side but will have to see how it plays. hopefully it makes 2nd flow better with the rest of the map.
2. only removed one of the doorways, was hoping to make a change to the ramp leading up to bridge but didn't end up making the cut for the current version (the idea was to have a jump pad like bagel). i also feel like this is much cleaner and the new doorway out of lobby should hopefully make up for it.
Jojoxobileill take any suggestions ahaha
A good old mapname_pro never hurt anybody.
wasn't a fan of how gamemode_mapname_pro_version looked tbh
[quote=BYS_ShadowFenix]What’s the thought process behind connecting alley and house? I feel like the flank should be separated there
Also curious why you removed the doorway on bottom right ramp room on 2nd[/quote]
1. i thought it could be used as a place for both attackers and defenders to stage pushes/counters. i tried to not make it easy to control for either side but will have to see how it plays. hopefully it makes 2nd flow better with the rest of the map.
2. only removed one of the doorways, was hoping to make a change to the ramp leading up to bridge but didn't end up making the cut for the current version (the idea was to have a jump pad like bagel). i also feel like this is much cleaner and the new doorway out of lobby should hopefully make up for it.
[quote=Jojo][quote=xobile]ill take any suggestions ahaha[/quote]
A good old mapname_pro never hurt anybody.[/quote]
wasn't a fan of how gamemode_mapname_pro_version looked tbh
since you're making bigger changes, just call it cp_metalworks_2
since you're making bigger changes, just call it cp_metalworks_2
[img]https://cdn.discordapp.com/attachments/982923611679621181/1035048234432868392/unknown.png[/img] get rid of the maproom and do this
Pull a warmfront and call it cp,_ironworks or some shit.
Pull a warmfront and call it cp,_ironworks or some shit.
ok i like this map a lot. here are some suggestions
your head clips through the top of these doorways when jumping/double jumping
[url=https://cdn.discordapp.com/attachments/896967457737171025/1035203038064943214/unknown.png]https://cdn.discordapp.com/attachments/896967457737171025/1035203038064943214/unknown.png[/url]
[url=https://cdn.discordapp.com/attachments/896967457737171025/1035203617206050876/unknown.png]https://cdn.discordapp.com/attachments/896967457737171025/1035203617206050876/unknown.png[/url]
this shutter opens kind of slow, scout hits the shutter when jumping through it
[url=https://media.discordapp.net/attachments/896967457737171025/1035204608773070879/unknown.png]https://media.discordapp.net/attachments/896967457737171025/1035204608773070879/unknown.png[/url]
this new sightline is pretty good, maybe a window should be added so the team pushing out of last can see if there's a sniper there
[url=https://media.discordapp.net/attachments/896967457737171025/1035203276112658473/unknown.png]https://media.discordapp.net/attachments/896967457737171025/1035203276112658473/unknown.png[/url]
[url=https://media.discordapp.net/attachments/896967457737171025/1035206114838589531/map1.png]https://media.discordapp.net/attachments/896967457737171025/1035206114838589531/map1.png[/url]
some pillars down here might be cool
[url=https://media.discordapp.net/attachments/896967457737171025/1035206479902408745/map2.png]https://media.discordapp.net/attachments/896967457737171025/1035206479902408745/map2.png[/url]
dogb's spiral staircase idea is cool too
Jwok i like this map a lot. here are some suggestions
your head clips through the top of these doorways when jumping/double jumping
https://cdn.discordapp.com/attachments/896967457737171025/1035203038064943214/unknown.png
https://cdn.discordapp.com/attachments/896967457737171025/1035203617206050876/unknown.png
this shutter opens kind of slow, scout hits the shutter when jumping through it
https://media.discordapp.net/attachments/896967457737171025/1035204608773070879/unknown.png
this new sightline is pretty good, maybe a window should be added so the team pushing out of last can see if there's a sniper there
https://media.discordapp.net/attachments/896967457737171025/1035203276112658473/unknown.png
https://media.discordapp.net/attachments/896967457737171025/1035206114838589531/map1.png
some pillars down here might be cool
https://media.discordapp.net/attachments/896967457737171025/1035206479902408745/map2.png
yea window there would definitely help, ill see what i can do about the shutters too.
pillars under bridge is an interesting idea but i feel like it would get in the way, that area down there is super flat and you can get shot from highground on every angle. I was planning on adding a jump pad like bagel here but thought it might be a bit gimmicky for the first version
there'll be a v2 out post ozf season in a few weeks and a small fix version out in a few hours
dogbhttps://cdn.discordapp.com/attachments/982923611679621181/1035048234432868392/unknown.png get rid of the maproom and do this
no idea what this means
[quote=Jw]ok i like this map a lot. here are some suggestions
your head clips through the top of these doorways when jumping/double jumping
[url=https://cdn.discordapp.com/attachments/896967457737171025/1035203038064943214/unknown.png]https://cdn.discordapp.com/attachments/896967457737171025/1035203038064943214/unknown.png[/url]
[url=https://cdn.discordapp.com/attachments/896967457737171025/1035203617206050876/unknown.png]https://cdn.discordapp.com/attachments/896967457737171025/1035203617206050876/unknown.png[/url]
this shutter opens kind of slow, scout hits the shutter when jumping through it
[url=https://media.discordapp.net/attachments/896967457737171025/1035204608773070879/unknown.png]https://media.discordapp.net/attachments/896967457737171025/1035204608773070879/unknown.png[/url]
this new sightline is pretty good, maybe a window should be added so the team pushing out of last can see if there's a sniper there
[url=https://media.discordapp.net/attachments/896967457737171025/1035203276112658473/unknown.png]https://media.discordapp.net/attachments/896967457737171025/1035203276112658473/unknown.png[/url]
[url=https://media.discordapp.net/attachments/896967457737171025/1035206114838589531/map1.png]https://media.discordapp.net/attachments/896967457737171025/1035206114838589531/map1.png[/url]
some pillars down here might be cool
[url=https://media.discordapp.net/attachments/896967457737171025/1035206479902408745/map2.png]https://media.discordapp.net/attachments/896967457737171025/1035206479902408745/map2.png[/url][/quote]
yea window there would definitely help, ill see what i can do about the shutters too.
pillars under bridge is an interesting idea but i feel like it would get in the way, that area down there is super flat and you can get shot from highground on every angle. I was planning on adding a jump pad like bagel [url=https://cdn.discordapp.com/attachments/446581495134683138/1035386054896795688/unknown.png]here[/url] but thought it might be a bit gimmicky for the first version
there'll be a v2 out post ozf season in a few weeks and a small fix version out in a few hours
[quote=dogb][img]https://cdn.discordapp.com/attachments/982923611679621181/1035048234432868392/unknown.png[/img] get rid of the maproom and do this[/quote]
no idea what this means
xobiledogbhttps://cdn.discordapp.com/attachments/982923611679621181/1035048234432868392/unknown.png get rid of the maproom and do this
no idea what this means
He's saying that instead of the maproom, there should be a spiral staircase that leads up to a room behind those windows under the lamp, with a dropdown out into alley on the right side of that room. I think a jump pad would work better than a spiral staircase though. No idea what the horizontal lines he drew mean, very cryptic.
[quote=xobile]
[quote=dogb][img]https://cdn.discordapp.com/attachments/982923611679621181/1035048234432868392/unknown.png[/img] get rid of the maproom and do this[/quote]
no idea what this means[/quote]
He's saying that instead of the maproom, there should be a spiral staircase that leads up to a room behind those windows under the lamp, with a dropdown out into alley on the right side of that room. I think a jump pad would work better than a spiral staircase though. No idea what the horizontal lines he drew mean, very cryptic.
DOWNLOAD
V1a 4/11/22
- Shutter into last opens slightly faster
- Fixed clipping on mid boxes next to crates
- Added clip on box next to valley truck pack
- Smoothed clipping on sign outside last spawn
- Clipped off window spot on last
- Clipped off spot under sheet metal in alley
- Adjusted window frame in IT/map room
- File size halved
- Other minor fixes
[url=https://tf2maps.net/downloads/proworks.14761/download]DOWNLOAD[/url]
[b]V1a[/b] 4/11/22
- Shutter into last opens slightly faster
- Fixed clipping on mid boxes next to crates
- Added clip on box next to valley truck pack
- Smoothed clipping on sign outside last spawn
- Clipped off window spot on last
- Clipped off spot under sheet metal in alley
- Adjusted window frame in IT/map room
- File size halved
- Other minor fixes
I forward this message from a prem player:
- The room that connects alley and main lets you spot everything without being punished.
- Inconsistently, each map side has sticky trap spots with improperly clipped geometry.
- There are weird ledges in the middle that eat spam.
- Unclipped lips on the top of the edges of the point that eat spam and screw movement up.
- New sky colors are too hard on the eye.
I forward this message from a prem player:
[list]
[*] The room that connects alley and main lets you spot everything without being punished.
[*] Inconsistently, each map side has sticky trap spots with improperly clipped geometry.
[*] There are weird ledges in the middle that eat spam.
[*] Unclipped lips on the top of the edges of the point that eat spam and screw movement up.
[*] New sky colors are too hard on the eye.
[/list]