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

DOWNLOAD

The map has been uploaded to serveme.tf and can be selected as "cp_metalworks_f4" when renting a server.

Latest update: 26/3/2022

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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In this edit of Metalworks we have aspired to keep things as close to vanilla as possible with hundreds of small edits to clipping and prop placement. Our main target was to correct a lot of the loose decoration around the map commonly used as obstacles or cover by adding block bullet brushes to the afformention stacks or replacing them with brush made structures. Finally the geometry of the last point has been improved to match the visuals, in original Metalworks players may struggle with combat around the paint as props are used to build up rickity ramps, in Refresh we have adjusted this to be a brush ramp allowing fights to be much more clean.

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.
  • Reworked the brushes around the last control point, similar to the edits done on Refresh: Process.
  • Compiled with bspreveal.
A full compilation of patchnotes from F1 can be found here

WANT TO HELP?

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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 and Niro from the refresh team.
ScorpioUprising for creating the original metalworks.

[url=https://tf2maps.net/downloads/refresh-metalworks.11992/]DOWNLOAD[/url]

The map has been uploaded to [url=https://serveme.tf/]serveme.tf[/url] and can be selected as "cp_metalworks_f4" when renting a server.

Latest update: 26/3/2022

[b]INTRODUCTION[/b]
[spoiler]"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.[/spoiler]

[b]SUMMARY[/b]
[spoiler]In this edit of Metalworks we have aspired to keep things as close to vanilla as possible with hundreds of small edits to clipping and prop placement. Our main target was to correct a lot of the loose decoration around the map commonly used as obstacles or cover by adding block bullet brushes to the afformention stacks or replacing them with brush made structures. Finally the geometry of the last point has been improved to match the visuals, in original Metalworks players may struggle with combat around the paint as props are used to build up rickity ramps, in Refresh we have adjusted this to be a brush ramp allowing fights to be much more clean.[/spoiler]

[b]CHANGES[/b]
[spoiler][list]
[*] 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.
[*] Reworked the brushes around the last control point, similar to the edits done on Refresh: Process.
[*] Compiled with [url=https://tf2maps.net/threads/bspreveal-compile-tool-for-improved-in-game-visualization.44856/]bspreveal[/url].
[/list]
A full compilation of patchnotes from F1 can be found [url=https://github.com/tom288/Refresh/blob/master/Metalworks/Metalworks_F1_Changelog.md]here[/url][/spoiler]

[b]WANT TO HELP?[/b]
[spoiler]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 [b]R0boprod[/b] or [b]HOI[/b] if you'd like to work with us![/spoiler]

[b]SHOUT-OUTS[/b]

[b]JackyLegs[/b] and [b]Niro[/b] from the refresh team.
[b]ScorpioUprising[/b] for creating the original metalworks.
2
#2
6 Frags +

Hope rgl uses this next season it just feels much cleaner.

Hope rgl uses this next season it just feels much cleaner.
3
#3
refresh.tf
1 Frags +

cp_metalworks_f2 has been released

  • Fixed visual bug in lobby
  • Fixed more asymmetries on the map and other miscellaneous stuff
  • Improvement applied blockbullet to the trash pile in house
  • Improvement applied blockbullet to stairs in spawn
  • Improved clipping on garage ceiling on last
  • Improved some clipbrushes on last
cp_metalworks_f2 has been [url=https://tf2maps.net/downloads/refresh-metalworks.11992/update?update=33459]released[/url]

[list]
[*] Fixed visual bug in lobby
[*] Fixed more asymmetries on the map and other miscellaneous stuff
[*] Improvement applied blockbullet to the trash pile in house
[*] Improvement applied blockbullet to stairs in spawn
[*] Improved clipping on garage ceiling on last
[*] Improved some clipbrushes on last
[/list]
4
#4
tf2pickup.org
4 Frags +

interesting, i guess we may use it in etf2l 6v6 s41

interesting, i guess we may use it in etf2l 6v6 s41
5
#5
4 Frags +

i feel like someone rly needs to convince valve to just update the base maps to reflect changes like process f9 and such, pretty silly that we have to download custom maps for everything when it's such minor changes

i feel like someone rly needs to convince valve to just update the base maps to reflect changes like process f9 and such, pretty silly that we have to download custom maps for everything when it's such minor changes
6
#6
14 Frags +

The back left corner of the second forward spawn doesnt let you change class. The same problem exists on stock metalworks.
https://streamable.com/1vtk2f

The back left corner of the second forward spawn doesnt let you change class. The same problem exists on stock metalworks.
https://streamable.com/1vtk2f
7
#7
9 Frags +

Lol the german dub

Lol the german dub
8
#8
10 Frags +

While that should be fixed, having the death on class switch enabled is a very bad move.

While that should be fixed, having the death on class switch enabled is a very bad move.
9
#9
refresh.tf
6 Frags +

cp_metalworks_f3 has been released
Credit to Hondjo and Bereth for their work on this version.

  • Fixed second forward spawn trigger
  • Fixed textures overwriting on other maps
  • Improved barrels on blue last to be blue
cp_metalworks_f3 has been [url=https://refresh.tf/metalworks/]released[/url]
Credit to [b]Hondjo[/b] and [b]Bereth[/b] for their work on this version.
[list]
[*] Fixed second forward spawn trigger
[*] Fixed textures overwriting on other maps
[*] Improved barrels on blue last to be blue
[/list]
10
#10
3 Frags +

blue underpass seems to have a double ammo spawn
both were respawning when i tested offline

blue underpass seems to have a [url=https://i.imgur.com/773tvrM.jpg]double ammo spawn[/url]
both were respawning when i tested offline
11
#11
2 Frags +

https://demos.tf/800460#76561198059409038

Med got stuck in the floor (on f2) at around 12:45 in the demo apparently according to chat, unsure if this was fixed in f3 or if it's even a map problem at all but worth pointing out.

https://demos.tf/800460#76561198059409038

Med got stuck in the floor (on f2) at around 12:45 in the demo apparently according to chat, unsure if this was fixed in f3 or if it's even a map problem at all but worth pointing out.
12
#12
refresh.tf
1 Frags +

cp_metalworks_f4 has been released
credit to Hondjo and Bereth for their work on this version

  • Fixed a few asymmetries
  • Fixed double ammo-pack near dropdown on blue side
  • Attempted to fix getting stuck in the ground in valley
cp_metalworks_f4 has been [url=https://refresh.tf/metalworks/]released[/url]
credit to [b]Hondjo[/b] and [b]Bereth[/b] for their work on this version

[list]
[*] Fixed a few asymmetries
[*] Fixed double ammo-pack near dropdown on blue side
[*] Attempted to fix getting stuck in the ground in valley
[/list]
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