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:
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- 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
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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.