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Refresh: cp_process
1
#1
refresh.tf
0 Frags +

The map has been uploaded to serveme.tf and can be selected as "cp_process_f12" when renting a server.

Latest update: 17/01/2023

DOWNLOAD

Project Goal & Recruiting

Show Content
"Refresh" is a series that improves maps for 6v6 and other game modes by fixing map geometry, aesthetics, and performance issues. We invite players to try these changes and give feedback to improve the competitive map pool.

The goal was to keep the map's structure and appearance similar to the original. Over 100 changes were made to improve collision on steps, slopes, doorways, ceilings, and props, particularly where splash bugs occurred. Examples include improving player collision on doorways to prevent getting stuck and adjusting the geometry of the last point to match the visuals and facilitate rocket jumping.

If you have hammer skills and would be willing to help please add JackyLegs, R0boprod or HOI and we will be able to provide you with fun group map projects with very skilled mappers within the community!

CHANGES

  • Fixed the glass ramps on last being slippery
  • Fixed some particularly noticeable misaligned textures
  • Improved blockbullet by lobby railing
  • Added detailing to the glass ramps on last

    Please find ALL the changes made to the map here.

SHOUT-OUTS

I want to give a big shoutout to HOI, Collaide and Fubar for being incredible individuals and for putting in all the hard work to make the changes to the map happen. They truly deserve all the credit for their hard work and dedication on this project.

A big thank you to Jackylegs and Benroads for their valuable contributions to the creation of this project and for their ongoing support in other projects we are currently working on.

Scorpio Uprising for creating one of the most favoured maps in the history of TF2.

The map has been uploaded to serveme.tf and can be selected as "cp_process_f12" when renting a server.

Latest update: 17/01/2023

[b][url=https://tf2maps.net/downloads/refresh-cp_process.9042/]DOWNLOAD[/url][/b]

[b]Project Goal & Recruiting[/b]

[spoiler]"Refresh" is a series that improves maps for 6v6 and other game modes by fixing map geometry, aesthetics, and performance issues. We invite players to try these changes and give feedback to improve the competitive map pool.

The goal was to keep the map's structure and appearance similar to the original. Over 100 changes were made to improve collision on steps, slopes, doorways, ceilings, and props, particularly where splash bugs occurred. Examples include improving player collision on doorways to prevent getting stuck and adjusting the geometry of the last point to match the visuals and facilitate rocket jumping.

If you have hammer skills and would be willing to help please add JackyLegs, R0boprod or HOI and we will be able to provide you with fun group map projects with very skilled mappers within the community![/spoiler]

[b]CHANGES[/b]
[list]
[*] Fixed the glass ramps on last being slippery
[*] Fixed some particularly noticeable misaligned textures
[*] Improved blockbullet by lobby railing
[*] Added detailing to the glass ramps on last


Please find [b]ALL[/b] the changes made to the map [url=https://tf2maps.net/downloads/refresh-cp_process.9042/updates]here[/url].
[/list]

[b]SHOUT-OUTS[/b]

I want to give a big shoutout to [b]HOI[/b], [b]Collaide[/b] and [b]Fubar[/b] for being incredible individuals and for putting in all the hard work to make the changes to the map happen. They truly deserve all the credit for their hard work and dedication on this project.

A big thank you to [b]Jackylegs[/b] and [b]Benroads[/b] for their valuable contributions to the creation of this project and for their ongoing support in other projects we are currently working on.

[b]Scorpio Uprising[/b] for creating one of the most favoured maps in the history of TF2.
2
#2
27 Frags +
roboprod[*] Change the mid railings next to the health packs to a third of their height and disable their collision.

this is like the bread and butter of medic survivability on that part of mid why would u do this.

[quote=roboprod][*] Change the mid railings next to the health packs to a third of their height and disable their collision.[/quote]

this is like the bread and butter of medic survivability on that part of mid why would u do this.
3
#3
12 Frags +

please do not change the mid railings, theyre alse used for scouts to jump onto high ground off that rough outside IT. everything else, sure whatever, but mid railings serve a genuine purpose in many situations.

please do not change the mid railings, theyre alse used for scouts to jump onto high ground off that rough outside IT. everything else, sure whatever, but mid railings serve a genuine purpose in many situations.
4
#4
whitelist.tf
13 Frags +

Railings should have no collision for projectiles, to be consistent with a bunch of other maps Valve updated to not block rockets/pipes etc. from going through, but you can still stand on.

Personally a way to have an alternative exit of the forward spawn (to the side of 'door 1' and also not be openable from the outside could be nice. That way you can still get out and in position to hold last, can't get spawn camped as easily, or are forced to backspawn only after the enemy team captures the middle point.

Railings should have no collision for projectiles, to be consistent with a bunch of other maps Valve updated to not block rockets/pipes etc. from going through, but you can still stand on.

Personally a way to have an alternative exit of the forward spawn (to the side of 'door 1' and also not be openable from the outside could be nice. That way you can still get out and in position to hold last, can't get spawn camped as easily, or are forced to backspawn only after the enemy team captures the middle point.
5
#5
-62 Frags +

or, you know, just play new good maps with devs that actually exist

or, you know, just play new good maps with devs that actually exist
6
#6
3 Frags +

I agree with weit that railings should have no collision due to valves decisions on their own and updated maps, but this could actually solved by just changing the railings from being... railings. Outside of IT is a fucking meat grinder with the railings for anyone, removing the collision only makes the problem worse.

If mid railings were to be changed the concrete pads to either side of IT should to be lowered (and thusly like 1/3rd of the mid to ensure the highest points of the floor are at choke) in an attempt to give some cover for whoever , similar to snakewater's use of terrain to provide something similar to what the railings currently do. (This being high ground/sticks are almost always guaranteed to get good damage on while spam or bad aim is punished via using the small amount of verticality the floor gives you.

the platform above mid sewer entrance and making openings at least 144 would be a small but impactful QOL change. Arguably it would make it easier to skip/speedshot some more entertaining routes but either a) theres a fucking shutter there or b) theyre enclosed enough and far away enough to make any viable bomb require a reload or another body in the fight.

I agree with weit that railings should have no collision due to valves decisions on their own and updated maps, but this could actually solved by just changing the railings from being... railings. Outside of IT is a fucking meat grinder with the railings for anyone, removing the collision only makes the problem worse.

If mid railings were to be changed the concrete pads to either side of IT should to be lowered (and thusly like 1/3rd of the mid to ensure the highest points of the floor are at choke) in an attempt to give some cover for whoever , similar to snakewater's use of terrain to provide something similar to what the railings currently do. (This being high ground/sticks are almost always guaranteed to get good damage on while spam or bad aim is punished via using the small amount of verticality the floor gives you.

the platform above mid sewer entrance and making openings at least 144 would be a small but impactful QOL change. Arguably it would make it easier to skip/speedshot some more entertaining routes but either a) theres a fucking shutter there or b) theyre enclosed enough and far away enough to make any viable bomb require a reload or another body in the fight.
7
#7
-5 Frags +

but like whats wrong with process

but like whats wrong with process
8
#8
10 Frags +

Great idea guys i really admire the enthusiasm your putting into this

Great idea guys i really admire the enthusiasm your putting into this
9
#9
11 Frags +

nothing is wrong but nothing is perfect, so why not try to get closer?

It doesn't remove dubthink-esque shenanigans of wall/cornerbugging where possible so mechanical skill is still rewarded, while punishing you for something you didn't purposely do is removed (shutter bugs/doorways)

nothing is wrong but nothing is perfect, so why not try to get closer?

It doesn't remove dubthink-esque shenanigans of wall/cornerbugging where possible so mechanical skill is still rewarded, while punishing you for something you didn't purposely do is removed (shutter bugs/doorways)
10
#10
eXtelevision
1 Frags +

hm, is anyone working on warmerererfront still?

hm, is anyone working on warmerererfront still?
11
#11
eXtelevision
17 Frags +

On a more serious note, shouldn't this effort start with maps like Yukon? Process is super popular, for what format does it need a refresh? Attack Badlands/Granary first.

On a more serious note, shouldn't this effort start with maps like Yukon? Process is super popular, for what format does it need a refresh? Attack Badlands/Granary first.
12
#12
17 Frags +

I like the thought, but you really should have started with gully. That map has so many clipping/asymmetry issues (lamps on last, railing on balc, walkway up to point on 2nd eating rockets etc etc.) and would benefit most from a change I think

I like the thought, but you really should have started with gully. That map has so many clipping/asymmetry issues (lamps on last, railing on balc, walkway up to point on 2nd eating rockets etc etc.) and would benefit most from a change I think
13
#13
22 Frags +
eXtineAttack Badlands/Granary first.

cp_utopia is being worked on by collaide and will hopefully do a good job at reworking badlands to be more enjoyable

[quote=eXtine]Attack Badlands/Granary first.[/quote]
cp_utopia is being worked on by collaide and will hopefully do a good job at reworking badlands to be more enjoyable
14
#14
-13 Frags +
hamahameXtineAttack Badlands/Granary first.cp_utopia is being worked on by collaide and will hopefully do a good job at reworking badlands to be more enjoyable

doesn't prolands solve badlands' issues?

[quote=hamaham][quote=eXtine]Attack Badlands/Granary first.[/quote]
cp_utopia is being worked on by collaide and will hopefully do a good job at reworking badlands to be more enjoyable[/quote]
doesn't prolands solve badlands' issues?
15
#15
22 Frags +

If you're going to make changes to a map, you need to specify why you are making the changes. You might think the reasoning is obvious or implicit within the change but it rarely is, I have no idea why you would want to make any of the changes that you have specified.

If you're going to make changes to a map, you need to specify why you are making the changes. You might think the reasoning is obvious or implicit within the change but it rarely is, I have no idea why you would want to make any of the changes that you have specified.
16
#16
3 Frags +

Make all lamps non-solid please

Make all lamps non-solid please
17
#17
-5 Frags +
ondkajaMake all lamps non-solid please

does that include the lamp on granary mid

[quote=ondkaja]Make all lamps non-solid please[/quote]

does that include the lamp on granary mid
18
#18
refresh.tf
7 Frags +

Version f2 has been added with more clipping and doorway height changes which should offer significant quality of life improvements. The map still looks almost identical since doorways have only changed by up to 16 units (about 12%). Due to the negative feedback towards modifying the railings we will either propose an alternate idea or remove that suggested change.

Since the ceiling lamps on the map offered no hiding spots and did nothing but block player movement all of them were made non-solid starting from version f1. There are several lamps that will be given sticky collision in the next version.

We decided to work on maps like process because we decided it would be a better use of our time to make the more popular maps in the map pool better than to spend longer working on maps that are unlikely to get into the map pool in the first place. We chose to start with process in particular because we were confident all of the issues we identified could be resolved in a relatively short amount of time while still offering value to players. We do plan to address gullywash but it's significant asymmetry issues made it less suitable to begin this project with.

Version f2 has been added with more clipping and doorway height changes which should offer significant quality of life improvements. The map still looks almost identical since doorways have only changed by up to 16 units (about 12%). Due to the negative feedback towards modifying the railings we will either propose an alternate idea or remove that suggested change.

Since the ceiling lamps on the map offered no hiding spots and did nothing but block player movement all of them were made non-solid starting from version f1. There are several lamps that will be given sticky collision in the next version.

We decided to work on maps like process because we decided it would be a better use of our time to make the more popular maps in the map pool better than to spend longer working on maps that are unlikely to get into the map pool in the first place. We chose to start with process in particular because we were confident all of the issues we identified could be resolved in a relatively short amount of time while still offering value to players. We do plan to address gullywash but it's significant asymmetry issues made it less suitable to begin this project with.
19
#19
2 Frags +

On a sidenote about the way this project was started, process is arguably one of the most popular maps in most pools as it stands. This was a great way to bring attention and gauging interest from the community and I hope it opens the doorways to more critical and productive threads about maps and their designs/whatevers.

and please do not add a wall/barrier to the back wall of lobby going into last, it's a spamfest through doorways as it is and the little aim required to aim at the floor accurately would be mitigated entirely.

On a sidenote about the way this project was started, process is arguably one of the most popular maps in most pools as it stands. This was a great way to bring attention and gauging interest from the community and I hope it opens the doorways to more critical and productive threads about maps and their designs/whatevers.

and please do not add a wall/barrier to the back wall of lobby going into last, it's a spamfest through doorways as it is and the little aim required to aim at the floor accurately would be mitigated entirely.
20
#20
cp_villa
5 Frags +

Not sure how I feel about making a pro version of a non-Valve map. Have you guys reached out to ScorpioUprising to see if he's okay with you guys re-vamping his map?

Not sure how I feel about making a pro version of a non-Valve map. Have you guys reached out to ScorpioUprising to see if he's okay with you guys re-vamping his map?
21
#21
refresh.tf
1 Frags +

But how will we become esport if we play unofficial version of maps

But how will we become esport if we play unofficial version of maps
22
#22
3 Frags +
Steam Subscriber AgreementWhen you upload your content to Steam to make it available to other users and/or to Valve, you grant Valve and its affiliates the worldwide, non-exclusive right to use, reproduce, modify, create derivative works from, distribute, transmit, transcode, translate, broadcast, and otherwise communicate, and publicly display and publicly perform, your User Generated Content, and derivative works of your User Generated Content, for the purpose of the operation, distribution, incorporation as part of and promotion of the Steam service, Steam games or other Steam offerings, including Subscriptions.
[quote=Steam Subscriber Agreement]When you upload your content to Steam to make it available to other users and/or to Valve, you grant Valve and its affiliates the worldwide, non-exclusive right to use, reproduce, modify, create derivative works from, distribute, transmit, transcode, translate, broadcast, and otherwise communicate, and publicly display and publicly perform, your User Generated Content, and derivative works of your User Generated Content, for the purpose of the operation, distribution, incorporation as part of and promotion of the Steam service, Steam games or other Steam offerings, including Subscriptions.[/quote]
23
#23
cp_villa
0 Frags +
scrambledSteam Subscriber AgreementWhen you upload your content to Steam to make it available to other users and/or to Valve, you grant Valve and its affiliates the worldwide, non-exclusive right to use, reproduce, modify, create derivative works from, distribute, transmit, transcode, translate, broadcast, and otherwise communicate, and publicly display and publicly perform, your User Generated Content, and derivative works of your User Generated Content, for the purpose of the operation, distribution, incorporation as part of and promotion of the Steam service, Steam games or other Steam offerings, including Subscriptions.

Not sure this really applies here because this agreement only gives valve this right. Also, I’m mainly just suggesting they ask the mapper first because it’s a polite thing to do, not because of any legal reasons. I know I wouldn’t want people making spinoffs of my maps without asking me first.

[quote=scrambled][quote=Steam Subscriber Agreement]When you upload your content to Steam to make it available to other users and/or to Valve, you grant Valve and its affiliates the worldwide, non-exclusive right to use, reproduce, modify, create derivative works from, distribute, transmit, transcode, translate, broadcast, and otherwise communicate, and publicly display and publicly perform, your User Generated Content, and derivative works of your User Generated Content, for the purpose of the operation, distribution, incorporation as part of and promotion of the Steam service, Steam games or other Steam offerings, including Subscriptions.[/quote][/quote]
Not sure this really applies here because this agreement only gives valve this right. Also, I’m mainly just suggesting they ask the mapper first because it’s a polite thing to do, not because of any legal reasons. I know I wouldn’t want people making spinoffs of my maps without asking me first.
24
#24
refresh.tf
1 Frags +

To address some of the worries I have seen in this thread, I can understand how you may feel about us changing the map, even if it is only the geometry without contacting the original mappers.
Although we personally found that it would be counter-productive to reach out to a mapper that is no longer part of the community and has moved on from the game just for the courtesy of asking if we can improve the map when we in fact are ready to make these changes and implement them fast and provide the community with the cleanest version of process so far.
Whilst we are happy to talk to the original map makers and we intend to in the future for those whom are still accessible, we personally decided to take it upon ourselves and our faith in Scorpio Uprising to want what is best for this community.

Version f3 has been released and comes with the following changes:

Show Content
  • Added sticky collision to pipes in sewer and PC
  • Added sticky collision to lamps in top lobby and nest
  • Improved projectile clipping on mid crates
  • Added clipping ramps to the rock underneath rollout
  • Additional minor clipping improvements
To address some of the worries I have seen in this thread, I can understand how you may feel about us changing the map, even if it is only the geometry without contacting the original mappers.
Although we personally found that it would be counter-productive to reach out to a mapper that is no longer part of the community and has moved on from the game just for the courtesy of asking if we can improve the map when we in fact are ready to make these changes and implement them fast and provide the community with the cleanest version of process so far.
Whilst we are happy to talk to the original map makers and we intend to in the future for those whom are still accessible, we personally decided to take it upon ourselves and our faith in Scorpio Uprising to want what is best for this community.

Version f3 has been released and comes with the following changes:
[spoiler][list]
[*] Added sticky collision to pipes in sewer and PC
[*] Added sticky collision to lamps in top lobby and nest
[*] Improved projectile clipping on mid crates
[*] Added clipping ramps to the rock underneath rollout
[*] Additional minor clipping improvements
[/list][/spoiler]
25
#25
10 Frags +
roboprodImproved projectile clipping on mid crates

you're going to make me cum

[quote=roboprod]Improved projectile clipping on mid crates[/quote]
you're going to make me cum
26
#26
refresh.tf
5 Frags +

A newer version of process, cp_process_f5 has been released. Combined with changes found in 4th iteration of the map that never went public, the 5th iteration offers:

  • Added solid ramps to last and gave them detailing.
  • Fixed some texture alignment and decal issues.
  • Raised displacement edges adjacent to concrete on mid and second.
  • Adjusted choke ammo pack position slightly to be above the ground displacement.
  • Painted more invisible faces with nodraw.
  • Replaced the radar dish on blue side with a blue tower to match the red tower found on red side.
  • Spawn room chairs are more tucked in.
  • Raised the skybox by 512 units.
  • Fixed solidity of one of the fake doors at last.
  • Many other clipping improvements.

For a detailed log of all the changes performed to the map please head here.

A newer version of process, cp_process_f5 has been released. Combined with changes found in 4th iteration of the map that never went public, the 5th iteration offers:
[list]
[*] Added solid ramps to last and gave them detailing.
[*] Fixed some texture alignment and decal issues.
[*] Raised displacement edges adjacent to concrete on mid and second.
[*] Adjusted choke ammo pack position slightly to be above the ground displacement.
[*] Painted more invisible faces with nodraw.
[*] Replaced the radar dish on blue side with a blue tower to match the red tower found on red side.
[*] Spawn room chairs are more tucked in.
[*] Raised the skybox by 512 units.
[*] Fixed solidity of one of the fake doors at last.
[*] Many other clipping improvements.
[/list]

For a detailed log of all the changes performed to the map please head [url=https://github.com/tom288/Refresh/blob/master/Process/ALBUM.md]here[/url].
27
#27
CP_CHAD
7 Frags +

I finally got a bit of time to look through the changes and compile my thoughts. In general, I dislike seeing people edit maps and put them out publicly without at least making an effort to contact the original author, and as an aspiring mapper I would be very frustrated if someone did the same with one of my maps, but I think small QoL improvements aren't all that bad to do without permission if the author is no longer in the scene as is the case here. (still, at least try to contact them)

I've compiled my full notes here. The main areas I'm critiquing are 1) a number of common trap spots that are now clipped, 2) a few odd player clipping decisions, and 3) edits that either have larger implications than might be expected, or have little gameplay merit but damage the artistic/visual integrity of the map.

I finally got a bit of time to look through the changes and compile my thoughts. In general, I dislike seeing people edit maps and put them out publicly without at least making an effort to contact the original author, and as an aspiring mapper I would be very frustrated if someone did the same with one of my maps, but I think small QoL improvements aren't all that bad to do without permission if the author is no longer in the scene as is the case here. (still, at least try to contact them)

I've compiled my full notes [url=https://gist.github.com/DubThink/510af7b210cf15b6c94674311ecac7c0]here[/url]. The main areas I'm critiquing are 1) a number of common trap spots that are now clipped, 2) a few odd player clipping decisions, and 3) edits that either have larger implications than might be expected, or have little gameplay merit but damage the artistic/visual integrity of the map.
28
#28
refresh.tf
6 Frags +

After reviewing some of the feedback we obtained (including #27), we have agreed to return two areas towards their original state. The blue radar dish has returned to replace the radio tower. This was originally changed when the blue tower on red side was replaced with a red one, but we realised there was no need to change the blue side. The clipping in lobby below the railing has also been removed as it was not necessary to make movement smooth. We made many other small changes to improve the symmetry and clipping of the map and thus we're releasing a new version: cp_process_f6.

Refer to the original post for the download link. Or rent a server on serveme.tf.

CHANGES:

Show Content
  • Made the lights in lobby the same for both sides
  • Added barrel props below the ramps to the top of last in order to improve projectile behaviour
  • Improved prop layout by the left spawn doors
  • Rotated barrel by red rollout to hide texture seam
  • Fixed out-of-bounds displacement seams on mid by sewer
  • Extended mid fence by sewer to reach wall
  • Added railing to the rooftop above the far sewer door
  • Further clipping improvements to the raised ledge area in lobby
  • Removed clipping on the side with the railing of the raised lobby area
  • Replaced the blue side out-of-bounds tower with a radar dish (the red side tower is still red, unlike on cp_process_final where it is blue)
  • Minor change to position of wood pallet outside forwards (no longer intersects with team coloured concrete)
  • Minor improvement to shape of blockbullet on rock below rollout
  • Fixed rock poking through ground on 2nd
  • Improved rock blockbullet
  • Fixed see-through gaps around windows on 2nd
  • Improved shape and clipping of step thing behind last point
  • Reduced size of clipping on diagonal pipe near choke
  • Made light above lower lobby non-solid
  • Added props to barrel corner near mid-IT entrance

    Please find ALL the changes made to the map here.

We appreciate the community for reaching out and offering us very insightful information as without it we wouldn't be able to refine our maps. We are particularly grateful for the concerns raised in #27, many thanks to DubThink for his amazing insights, but we found that many of the concerns discussed were trade-offs made for good reasons and we will argue why below.

Reply to #27

Show Content
Trap spots:
In regards to the trap spots we have eliminated, we considered whether the clipping improvements to these areas were beneficial and concluded that they are worthwhile. Although we accept we’re giving demomen fewer options to choose from, the number of choices remains plentiful. Ultimately these changes collectively make major quality of life improvements.

Sewers:
We believe that the ceiling in sewer having smooth clipping is more important than being higher at some parts since it’s quite possible to get stuck trying to strafe out of harm's way, losing all of your momentum. This is a common trend with cp_process and one that we made sure does not happen, hence the fixes to doorways not getting you stuck, lobby ceiling, etc.
However, we’d like to make clear that we’re not particularly happy with the overall design of sewer as it is, and how it has developed over the versions to the point of it not looking like a sewer at all, thus, we hope in the future to theme sewer accordingly with its history and name if given sufficient support. Of course, any future changes will not affect gameplay.

Lobby:
Additionally, the lobby PC spot was removed simply as to not obstruct player movement. While we can see the benefits of standing on it, we also saw the inconsistency that it creates, especially when it does not look like it’s designed to be used for that purpose.
After reviewing some of the feedback we obtained (including #27), we have agreed to return two areas towards their original state. The blue radar dish has returned to replace the radio tower. This was originally changed when the blue tower on red side was replaced with a red one, but we realised there was no need to change the blue side. The clipping in lobby below the railing has also been removed as it was not necessary to make movement smooth. We made many other small changes to improve the symmetry and clipping of the map and thus we're releasing a new version: cp_process_f6.

[b]Refer to the original post for the download link. Or rent a server on serveme.tf.[/b]

[b]CHANGES:[/b]
[spoiler]
[list]
[*] Made the lights in lobby the same for both sides
[*] Added barrel props below the ramps to the top of last in order to improve projectile behaviour
[*] Improved prop layout by the left spawn doors
[*] Rotated barrel by red rollout to hide texture seam
[*] Fixed out-of-bounds displacement seams on mid by sewer
[*] Extended mid fence by sewer to reach wall
[*] Added railing to the rooftop above the far sewer door
[*] Further clipping improvements to the raised ledge area in lobby
[*] Removed clipping on the side with the railing of the raised lobby area
[*] Replaced the blue side out-of-bounds tower with a radar dish (the red side tower is still red, unlike on cp_process_final where it is blue)
[*] Minor change to position of wood pallet outside forwards (no longer intersects with team coloured concrete)
[*] Minor improvement to shape of blockbullet on rock below rollout
[*] Fixed rock poking through ground on 2nd
[*] Improved rock blockbullet
[*] Fixed see-through gaps around windows on 2nd
[*] Improved shape and clipping of step thing behind last point
[*] Reduced size of clipping on diagonal pipe near choke
[*] Made light above lower lobby non-solid
[*] Added props to barrel corner near mid-IT entrance

Please find [b]ALL[/b] the changes made to the map [url=https://github.com/tom288/Refresh/blob/master/Process/ALBUM.md]here[/url].
[/list][/spoiler]

We appreciate the community for reaching out and offering us very insightful information as without it we wouldn't be able to refine our maps. We are particularly grateful for the concerns raised in #27, many thanks to [b]DubThink[/b] for his amazing insights, but we found that many of the concerns discussed were trade-offs made for good reasons and we will argue why below.

[b]Reply to #27[/b]
[spoiler]
[b]Trap spots:[/b]
In regards to the trap spots we have eliminated, we considered whether the clipping improvements to these areas were beneficial and concluded that they are worthwhile. Although we accept we’re giving demomen fewer options to choose from, the number of choices remains plentiful. Ultimately these changes collectively make major quality of life improvements.

[b]Sewers:[/b]
We believe that the ceiling in sewer having smooth clipping is more important than being higher at some parts since it’s quite possible to get stuck trying to strafe out of harm's way, losing all of your momentum. This is a common trend with cp_process and one that we made sure does not happen, hence the fixes to doorways not getting you stuck, lobby ceiling, etc.
However, we’d like to make clear that we’re not particularly happy with the overall design of sewer as it is, and how it has developed over the versions to the point of it not looking like a sewer at all, thus, we hope in the future to theme sewer accordingly with its history and name if given sufficient support. Of course, any future changes will not affect gameplay.

[b]Lobby:[/b]
Additionally, the lobby PC spot was removed simply as to not obstruct player movement. While we can see the benefits of standing on it, we also saw the inconsistency that it creates, especially when it does not look like it’s designed to be used for that purpose.[/spoiler]
29
#29
refresh.tf
4 Frags +

Improving on the previous iteration of process, we are happy to announce cp_process_f7 with the following changes:

  • Fixed texture alignment on sewer 2nd
  • Improved health and ammo overlay texture consistency
  • Properly mirrored health and ammo pack layout on 2nd
  • Fixed out of bounds pipes on 2nd slightly poking through a wall
  • Fixed some surfaces appearing black

Please find ALL the changes made to the map here.

Please refer to the original post for the download link, Alternatively, rent a server on serveme.tf

Improving on the previous iteration of process, we are happy to announce cp_process_f7 with the following changes:

[list]
[*] Fixed texture alignment on sewer 2nd
[*] Improved health and ammo overlay texture consistency
[*] Properly mirrored health and ammo pack layout on 2nd
[*] Fixed out of bounds pipes on 2nd slightly poking through a wall
[*] Fixed some surfaces appearing black
[/list]

Please find [b]ALL[/b] the changes made to the map [url=https://github.com/tom288/Refresh/blob/master/Process/ALBUM.md]here.[/url]

[b]Please refer to the original post for the download link, Alternatively, rent a server on [url=https://serveme.tf/]serveme.tf[/url][/b]
30
#30
refresh.tf
6 Frags +

Process F8 is out! Hitscan collision issues with the rocks and mid crates are now fixed. Here's the full list of changes:

  • Added Fubar's new rock collision meshes
  • Added player clipping to the mid rocks in the corner near sewer, so that they feel smooth-ish like the old ones
  • Modified spawn floors to use correct cubemaps
  • Minor collision fixes to windows near the second points
  • Increased cubemap resolution of the windows on 2nd
  • Minor texture alignment fixes around 2nd and choke
  • Improved clipping on lobby computer and printer
  • Redid the clipping on the large prop above IT, but it remains imperfect
  • Improved player collision around the enemy spawn door
  • Fixed the crack between mid crates by mirroring crate heights
  • Health and ammo pack heights are now consistently 8u - they were previously different for each side in some places

The map is available on serveme, enjoy! As always we are looking for suggestions to improve any future versions.

[url=https://tf2maps.net/downloads/refresh-cp_process.9042/update?update=31005]Process F8 is out![/url] Hitscan collision issues with the rocks and mid crates are now fixed. Here's the full list of changes:
[list]
[*] Added Fubar's new rock collision meshes
[*] Added player clipping to the mid rocks in the corner near sewer, so that they feel smooth-ish like the old ones
[*] Modified spawn floors to use correct cubemaps
[*] Minor collision fixes to windows near the second points
[*] Increased cubemap resolution of the windows on 2nd
[*] Minor texture alignment fixes around 2nd and choke
[*] Improved clipping on lobby computer and printer
[*] Redid the clipping on the large prop above IT, but it remains imperfect
[*] Improved player collision around the enemy spawn door
[*] Fixed the crack between mid crates by mirroring crate heights
[*] Health and ammo pack heights are now consistently 8u - they were previously different for each side in some places
[/list]
The map is available on serveme, enjoy! As always we are looking for suggestions to improve any future versions.
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