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Account Details | |
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SteamID64 | 76561198061182117 |
SteamID3 | [U:1:100916389] |
SteamID32 | STEAM_0:1:50458194 |
Country | England |
Signed Up | July 12, 2017 |
Last Posted | September 20, 2023 at 4:01 AM |
Posts | 64 (0 per day) |
Game Settings | |
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In-game Sensitivity | 4 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1440p |
Refresh Rate |
165Hz |
Hardware Peripherals | |
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Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
The unity editor running in the background would affect (double?) my tf2 sens on windows 10, maybe its a background application
cp_metalworks_f5 has been released
Credit to Bereth for his work on this version
- Fixed a few asymmetries and texture misalignments
- Fixed vents fading too quickly in lobby
- Improved splash in various parts
- Improved the visual of the grating on near last point
- Made the spawn door on second wider and improved the door trigger
cp_process_f12 is out and brings some map improvements
- Fixed the glass ramps on last being slippery
- Added detailing to the glass ramps on last
- Fixed some particularly noticeable misaligned textures
- Improved blockbullet by lobby railing
Thanks to JackyLegs and Fubar for their help on this version!
cp_process_f11 addresses the last few issues we are aware of, and is available now on serveme
- Both teams now use the same spawn orders and layouts, copied from BLU
- Fixed a few metal textures on BLU side using the wrong team colours
You can still stand above them as shown in this image but not on the props themselves.
The panel props are extremely thin and would previously block splash in some circumstances.
We haven't removed any spots unless you consider standing on the panel props a different spot.
cp_process_f10 includes some collision improvements. If you know of anything else that needs fixing let me know :)
- Added blockbullet ramps to the bottom of the lower entrances to IT and lobby from second, preventing players from losing all horizontal momentum by jumping the moment they enter.
- Added blockbullets to gaps around the barrels, sink and crates in IT.
- Improved blockbullet between the barrel and crate outside the 2 sewer doors.
- The thin indoor pipes leading to upper IT are now only solid to players and physics (pipes and stickies).
- Cleaned up clipping on and below the lobby rail, and on the boiler room ceiling.
- Removed collision from the computer panels outside 1 and 5 on last.
F5
Download links: TF2Maps - Github
Changelog:
- Fixed mid forward spawns having collision
- Fixed texture misalignments across the map
- Fixed height being two units too low in secret
- Fixed wall thickness outside forward spawn
- Added clipping ledges above main
- Beam & pipe solidity changes
- Added cabinet blockbullets
- Added some prop blockbullets near launchpad
- Removed the blocklights from the 2nd spawn doors that might have caused visibility issues
- Removed collision from a few props in 1st spawn
- Adjusted clipping in bigdoor
Credit to Collaide and Hondjo for working on this version
Version f9a fixes the crashes that affected users of some configs, and has some additional aesthetic improvements.
- One of the improved rock models used around the 2nd points has been causing these crashes, and has been replaced. Its collision model is one of the more complex ones but we still don't know why this happens.
- Decals missing from last point areas since the first version have been added back.
- A tiny positional difference between the platforms above the two last points has been fixed.
- Many reflective surfaces have better cubemap allocations, so the reflections will make more sense.
Version cp_process_f9 comes with fixed rocks, and also makes use of Fubar's BSPReveal tool mentioned here.
Note that this tool does not highlight the invisible displacements used in several areas e.g. in some pipe & lamp props.
Many rocks in f8a had wrong rotations due to a mistake in the models provided to me. For some of the mid rocks this meant that the clipping f8 added no longer helped. The only changes are the rock fixes and new console commands.
I've pushed minor fix f8a, also available on serveme, and which prevents a cause of crashes.
In F8 we moved to use Fubar's improved rock prop hitboxes, which are slightly different in product_final but are found under the same name. Players switching between the two maps would risk crashing, but this resolves that issue.
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.