harris0n
Account Details
SteamID64 76561198072335921
SteamID3 [U:1:112070193]
SteamID32 STEAM_0:1:56035096
Country Rainbow Nation
Signed Up July 4, 2018
Last Posted April 14, 2022 at 7:09 AM
Posts 34 (0 per day)
Game Settings
In-game Sensitivity 1
Windows Sensitivity 4
Raw Input 1
DPI
800
Resolution
1920 x 1080
Refresh Rate
165
Hardware Peripherals
Mouse G703 Lightspeed
Keyboard Corsair mk2 k70
Mousepad QCK HEAVY XXL
Headphones Kingston HyperX Cloud II
Monitor Acer KG241QS 23.6" 165Hz
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#8 Refresh: pl_upward in Map Discussion
flaressLast under the tracks could use some attention imo

we've updated the clipping along the walls under the last point as well as smooth out the area by removing collision on the overhead lamp. We originally intended on removing the poles but decided against it as they are used by players to duck and weave during combat

posted about 3 years ago
#1 Refresh: pl_upward in Map Discussion

DOWNLOAD

The map has been uploaded to serveme.tf and can be selected as "pl_upward_f7" when renting a server.

Latest update: 14/4/2022

INTRODUCTION

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"Refresh:" is a series aimed at making maps more suitable for 6v6 and other gamemodes. We took the opportunity to use our experience to fix the issues with map geometry as well as minor aesthetic and performance improvements. We humbly invite you to try out these changes and offer your feedback, so that together we are able to increase the quality of the competitive map pool.

SUMMARY

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Upward is generally the first map most players think of when someone mentions the payload gamemode. Being a major staple of both competitive and casual this map is beloved by all but its not without its flaws. Being released in 2010, upward has aged poorly with its clipping issues, unconventional mapping techniques and abundance of holes. Refresh has corrected all of this while still maintaining the same map we all love.

CHANGES

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  • Corrected clipping.
  • Better splash handling.
  • Closing off of a LOT of holes.
  • Reworked decorative props and brushwork to be more in line with the competitive format.
  • Removed the box gap on last
  • Removed a lot of exploits (including: resup binding on enemy spawn doors, shooting into blue spawn from third, getting stuck on signs and being able to build in the dropdown)
  • Compiled with bspreveal.
A full compilation of patchnotes from F1 can be found here

WANT TO HELP?

Show Content
We are currently looking for skilled mappers to join our group! We have projects currently in the works that we would love to share with you. We are proud and happy about the work we do and the impact it has on the game as we grow with it. Please add R0boprod or HOI if you'd like to work with us!

SHOUT-OUTS

JackyLegs for guiding the mapping process and providing a more experienced competitive insight
Xobile for spending hours recompiling and fixing all the problems with decompiling
Niro For getting most of the changes done and plowing this task across the finishline

posted about 3 years ago
#1 Refresh: pl_borneo in Map Discussion

DOWNLOAD

The map has been uploaded to serveme.tf and can be selected as "pl_borneo_f2" when renting a server.

Latest update: 18/04/2022

INTRODUCTION

Show Content
"Refresh:" is a series aimed at making maps more suitable for 6v6 and other gamemodes. We took the opportunity to use our experience to fix the issues with map geometry as well as minor aesthetic and performance improvements. We humbly invite you to try out these changes and offer your feedback, so that together we are able to increase the quality of the competitive map pool.

SUMMARY

Show Content
Borneo is a staple highlander currently run in multiple competitive leagues with all checkpoints made to be defensible with no passive holds. Being added to TF2 in 2015, the stock map has shown design flaws that are not up to standards in the modern competitive scene. This project aims to modernize this map for competitive maps to use. The main changes include making splash more consistent on stairs and displacements, improving optimization for competitive play, fixing map exploits, weird/bad clipping and displacements sticking through certain ceilings.

CHANGES

Show Content
  • Corrected clipping.
  • Better splash handling.
  • Closing off of a lot of holes.
  • Compiled with bspreveal.
A full compilation of patchnotes from F1 can be found here

WANT TO HELP?

Show Content
We are currently looking for skilled mappers to join our group! We have projects currently in the works that we would love to share with you. We are proud and happy about the work we do and the impact it has on the game as we grow with it. Please add R0boprod or HOI if you'd like to work with us!

SHOUT-OUTS

Jackylegs for helping contact the original map creator and helping guide the map to a complete stage.

Xobile for working on the foresaken tunnel, optimisation and a number of smaller challenges. Glad we got to work on this collaboratively.

Sean "Heyo" Cutino and Matt "vhalin" Leahy for creating a community favourite map.

posted about 3 years ago
#27 Refresh: cp_steel in Map Discussion

cp_steel_f5a has been released

Thanks to Mong for helping highlight the spawn death bug, we're pushing this minor version between F5 and F6 to help prevent that (see post above explaining it in detail)

  • Removed the overlapping kill triggers on the pipes in the pit on E which should hopefully remove the spawn kill bug. If you still encounter this bug please let me know and provide a demo with tick so I can look into it further
  • Attached a floating lamp on C to the wall
posted about 3 years ago
#26 Refresh: cp_steel in Map Discussion
Ebola-Chan
tick 72000 player Mong https://demos.tf/699772

After looking at your demo and the map itself it seems like steel actually has 2 kill triggers on the pipes.

We're not sure what causes the bug but my running theory is that you hit them both while going fast enough and the server catches the first, kills you, then catches the second and waits until you respawn before hitting you with the second (notice how upon respawning and dying you recieve the falling death notice which the pipe's kill triggers are set to give)

Our fix will be to remove the inner trigger and just have the one surrounding both pipes in the pit to hopefully avoid this bug in the future.

posted about 3 years ago
#24 Refresh: cp_steel in Map Discussion
Ebola-Chanharris0nEbola-Chanwhy has the kill on spawn bug not been fixed yet? it's by far the most serious one.
What bug are you referring to? I've never heard of anything like this

The one that instantly kills you when you respawn. It happened to me yesterday on steel_f5 and from what I've heard it's relatively common. I can provide demo and tick if you want

if you don't mind, that demo would be good to take a look at.

posted about 3 years ago
#22 Refresh: cp_steel in Map Discussion
Ebola-Chanwhy has the kill on spawn bug not been fixed yet? it's by far the most serious one.

What bug are you referring to? I've never heard of anything like this

posted about 3 years ago
#19 Refresh: cp_steel in Map Discussion

cp_steel_f5 has been released.

We wanted to push out a version before the new season in both RGL and ETF2L whom are both considering usage of Refresh: Steel.

Changes included in this version are as follows:

  • Replaced the chickenwire on E with metalgrate texture to fit better thematically.
  • Fixed clipping the A - Whiteroom/Lobby connector.
  • Fixed extremely minor clipping on E above BEC/Wishbone's door and Red's Spawn
  • Reworked Blu's spawns so that you will now players spawn an equal distance from each other and with a better chance of having a good spawn.
posted about 3 years ago
#18 Refresh: cp_steel in Map Discussion

cp_steel_f4 has been released.

We wanted to get a version out for the new UGC season as there were some glaring issues throughout the map that were intended to be removed in f3. There are some other problems I am aware of but I figured I'd leave them for f5 as I wanted to get a version out quick.

  • Removed solidity from all railings
  • Fixed clipping on some overhead props in BEC and C
  • Adjusted some texture work on B and D to limit the amount of chicken wire used throughout the map
  • Fixed pyro being able to shoot through the door on A as well as most projectiles and hitscan being able to shoot through the sides
  • Made the staircase on C and the full hp house on A on grid
  • Finally added cubemaps
  • Changed all blockbullets to blockbullets2

MASSIVE thanks to Xobile for doing most of the work for this version, absolute legend coming in clutch!

posted about 3 years ago
#17 Refresh: cp_steel in Map Discussion

cp_steel_f3 has been released.

Thanks again to Respawn League for helping us further playtest the changes; after much debate we've decided to remove practically all major gameplay changes in order to focus on the task at hand:

  • Restarted the project to realign focus
  • Removed almost every gameplay change
  • Fixed a lot of clipping
  • Tidied up some previous changes

For a more indepth log of all the changes in F3 view the patchnotes here
For an image album of F3's changes see here
To see the patchnotes comparing cp_steel to the most recent release see here
If you're interested in seeing the original steel side by side with f3, you can view a video of that here

A special thanks to both Respawn League and UGC for running F3 in both seasons 9 and 34 respectively!

posted about 3 years ago
#16 Refresh: cp_steel in Map Discussion

cp_steel_f2a has been released. This should be the last release before the end of Respawn League's Season 8. I aimed to just touch up a few things and get everything into tiptop shape:

Added textures to the tops of out of bound buildings
Replaced the chickenwire floor near redspawn with wood
Removed solidity on the lamp in D+E connector (replaced this hiding spot with a ledge)
adjusted metal beams to help movement

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

posted about 3 years ago
#15 Refresh: cp_steel in Map Discussion

cp_steel_f2 has been released. This version promises to revert some of the more radical changes made in f1 (such as the bridge on A):

Removed the bridge and fence on the hill on A
Corrected clipping outside Blue spawn's windows on A
Reverted the sentry porch's resizing on B
Changed the woodplank near the sentry porch to a ramp and extended the stairs to make movement more fluid around the area
Made both sniper perch windows on E taller to prevent sentries being able to "headglitch"
Removed collsion on decorative supports

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

posted about 3 years ago
#14 Refresh: cp_steel in Map Discussion
DubThinkIt bothers me how this is branded as "fix[ing] the issues [...] when it's much more than that. [...] branding this as a set of completely uncontroversial fixes rather than a full on pro version of the map feels inaccurate and possibly disingenuous.

I wholeheartidly agree, this version was heavily based off of my pro version that I had originally intended to be an overhaul rather than a bunch of tweaks. The next version I release will be removing some of the over-the-top changes (such as the bridge) and will be aiming to keep the edits as more quality of life than gameplay changing. In saying that, some changes will be staying based off of how much they actually affect gameplay but we're yet to fully decide on what will stay and go. Hopefully I will have an update out relatively soon!

posted about 3 years ago
#1 Name change in Requests

Hi, I was wondering if it were possible to get my name changed from 'Kiweezer' to 'harris0n'?
Thanks

posted about 3 years ago
#1 Refresh: cp_steel in Map Discussion

DOWNLOAD

The map has been uploaded to serveme.tf and can be selected as "cp_steel_f10" when renting a server.

Latest update: 26/4/2022

INTRODUCTION

Show Content
"Refresh:" is a series aimed at making maps more suitable for 6v6 and other gamemodes. We took the opportunity to use our experience to fix the issues with map geometry as well as minor aesthetic and performance improvements. We humbly invite you to try out these changes and offer your feedback, so that together we are able to increase the quality of the competitive map pool.

SUMMARY

Show Content
Steel is a classic highlander map beloved by most, but is not without its flaws. Being a map from 2008 Steel really starts to show its age from unclipped stairs through to cluttered props and chokey corridors. In this project we have aimed to fix issues with map geometry as well as minor aesthetic and performance improvements while also adjusting some of the layout for a more modern TF2. Some examples of this include correcting splash on every staircase throughout the map as well as filling in the hole outside of Red's spawn on B.

CHANGES

Show Content
  • Corrected clipping
  • Better splash handling
  • More player friendly movement
  • Adjusted props to help with both visibility and gameplay
  • Compiled using Fubar's BSPreveal
A full photo album of patchnotes from F3 can be found here
The full patchnotes can be found here
A video comparrison of steel and steel_f3 can be viewed here

WANT TO HELP?

Show Content
We are currently looking for skilled mappers to join our group! We have projects currently in the works that we would love to share with you. We are proud and happy about the work we do and the impact it has on the game as we grow with it. Please add R0boprod or HOI if you'd like to work with us!

SHOUT-OUTS

Jackylegs, HOI and Everyone Else on the Refresh Team for taking me on and helping get this map to tip-top shape

Core and Brady for helping influence the earlier versions of this map and to Omni and the rest of the Respawn League Team giving me the opportunity to test the map in Respawn League's Season 8 and Season 9

Jamie "Fishbus" Manson, Dan "Irish Taxi Driver" Merboth and FLOOR_MASTER for creating a community favourite map

posted about 3 years ago
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