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

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

[url=https://tf2maps.net/downloads/refresh-cp_steel.10850/]DOWNLOAD[/url]

The map has been uploaded to [url=https://serveme.tf/]serveme.tf[/url] and can be selected as "cp_steel_f10" when renting a server.

Latest update: 26/4/2022

[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]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.[/spoiler]
[b]CHANGES[/b]
[spoiler][list]
[*] Corrected clipping
[*] Better splash handling
[*] More player friendly movement
[*] Adjusted props to help with both visibility and gameplay
[*] Compiled using Fubar's [url=https://tf2maps.net/threads/bspreveal-compile-tool-for-improved-in-game-visualization.44856/]BSPreveal[/url]
[/list]
A full photo album of patchnotes from F3 can be found [url=https://imgur.com/a/nsL2ANq]here[/url]
The full patchnotes can be found [url=https://raw.githubusercontent.com/tom288/Refresh/master/Steel/FULL%20PATCHNOTES.txt]here[/url]
A video comparrison of steel and steel_f3 can be viewed [url=https://www.youtube.com/watch?v=_Ybgul_dF80]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], [b]HOI[/b] and [b]Everyone Else on the Refresh Team[/b] for taking me on and helping get this map to tip-top shape

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

[b]Jamie "Fishbus" Manson[/b], [b]Dan "Irish Taxi Driver" Merboth[/b] and [b]FLOOR_MASTER[/b] for creating a community favourite map
2
#2
CP_CHAD
26 Frags +

It bothers me how this is branded as "fix[ing] the issues with map geometry as well as minor aesthetic and performance improvements" when it's much more than that. Heaven knows steel is a good candidate for fixes and/or a pro version, but 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 think the same can be said about all of the Refresh: maps to a lesser extent. I generally support efforts to improve the map pool, but feel that Refresh: misrepresents itself as focusing on purely clipping/bug/perf fixes while doing much more than that)

It bothers me how this is branded as "fix[ing] the issues with map geometry as well as minor aesthetic and performance improvements" when it's much more than that. Heaven knows steel is a good candidate for fixes and/or a pro version, but 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 think the same can be said about all of the Refresh: maps to a lesser extent. I generally support efforts to improve the map pool, but feel that Refresh: misrepresents itself as focusing on purely clipping/bug/perf fixes while doing much more than that)
3
#3
newbie.tf
1 Frags +
DubThink

I am of the same opinion. I really like the effort going in to making the map pool better, but "completely remade the map from scratch" on gully was not a "small change". Same mentality with adding bridges and changing geometry here.

If you wanna make a pro version, just call it that. ¯\_(ツ)_/¯

[quote=DubThink][/quote]

I am of the same opinion. I really like the effort going in to making the map pool better, but "completely remade the map from scratch" on gully was not a "small change". Same mentality with adding bridges and changing geometry here.

If you wanna make a pro version, just call it that. ¯\_(ツ)_/¯
4
#4
refresh.tf
3 Frags +
KevinIsPwn"completely remade the map from scratch" on gully was not a "small change".

Sorry 2 go off but you straight up have no clue what you're talking about. You're taking the quote way out of context.

If you don't understand what I meant by that sentance you could try to...

A) READ the very post that sentence was posted in.
B) Take a look at the map to see for yourself. It's not a different map. It's the same map with some changes.
C) If you're too lazy to do A & B, you could ask.

[quote=KevinIsPwn]"completely remade the map from scratch" on gully was not a "small change".[/quote]

Sorry 2 go off but you straight up have no clue what you're talking about. You're taking the quote way out of context.

If you don't understand what I meant by that sentance you could try to...

A) [url=https://www.teamfortress.tv/57697/refresh-gully-prerelease-thread]READ the very post that sentence was posted in. [/url]
B) Take a look at the map to see for yourself. It's not a different map. It's the same map with some changes.
C) If you're too lazy to do A & B, you could ask.
5
#5
7 Frags +
DubThinkIt bothers me how this is branded as "fix[ing] the issues with map geometry as well as minor aesthetic and performance improvements" when it's much more than that. Heaven knows steel is a good candidate for fixes and/or a pro version, but 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 think the same can be said about all of the Refresh: maps to a lesser extent. I generally support efforts to improve the map pool, but feel that Refresh: misrepresents itself as focusing on purely clipping/bug/perf fixes while doing much more than that)

This map was originally supposed to be a full on pro version with major changes to the map, however since harris0n agreed to join the Refresh team we got to an understanding that we want to make sure we change as little as possible in terms of things that can be considered major gameplay changes.

The "major" changes that harris0n listed are for the community to decide whether or not he went too far, we try and change as little as possible about the maps that the community played for years as inherently they are good however they need an updating.

Now again, if players feel we went too far and changed things that feel extreme we do listen to feedback and revert changes, like we did to cp_process_f5 after you've raised concerns about in the thread, and similarly we are working with league admins to revert and fix changes that we made to cp_gullywash_f2a.

KevinIsPwnDubThink
I am of the same opinion. I really like the effort going in to making the map pool better, but "completely remade the map from scratch" on gully was not a "small change". Same mentality with adding bridges and changing geometry here.

If you wanna make a pro version, just call it that. ¯\_(ツ)_/¯

I'll let Collaide respond to the gullywash comment himself but from my perspective seeing this breaks my heart as he spent so many hours making sure the map is perfectly aligned to the grid and isn't a mess from 2009, the fact he placed it in the "Minor changes" section, he really meant that as a joke because 99% of the players will never notice the difference.

The major changes are all listed, and if you feel like we went too far, please, tell us in the threads.

I'll try running through the biggest changes harris0n made in terms of gameplay to this version of cp_steel_f1, and as I can't know for sure if they all will be good enough to keep for the next version I won't claim they are all 100% positive, but we hope it will create more good than bad, I'll let harris0n comment on those himself as well.

A point:
-Bridge from hill to red spawn and a fenced wall - https://i.imgur.com/nDNYxK0.jpg

B point:
-Widened the stairs leading to the highground - https://i.imgur.com/rncY8EH.jpg
-Added a new doorway into B spawn dropdown via outside - https://i.imgur.com/Yt6Oluf.jpg
-Extended B's sentry porch - https://i.imgur.com/sNYuyuQ.jpg

C point:
-Extended the defence's bridge making the jump from the control point and back possible - https://i.imgur.com/MSXI3i1.jpg

D point:
-Added windows to the D+E Connector - https://i.imgur.com/GIukqI5.jpg

E point:
-Converted sniper perch windows both into wider windows, removing the pole in the middle - https://i.imgur.com/EXBRJrG.jpg

These are the biggest changes in cp_steel_f1, I agree that some of these changes might be too big to be considered a simple 'Refresh' but this is where you come in and we appreciate the feedback, we will work to revert changes that went too far.

[quote=DubThink]It bothers me how this is branded as "fix[ing] the issues with map geometry as well as minor aesthetic and performance improvements" when it's much more than that. Heaven knows steel is a good candidate for fixes and/or a pro version, but 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 think the same can be said about all of the Refresh: maps to a lesser extent. I generally support efforts to improve the map pool, but feel that Refresh: misrepresents itself as focusing on purely clipping/bug/perf fixes while doing much more than that)[/quote]

This map was originally supposed to be a full on pro version with major changes to the map, however since harris0n agreed to join the Refresh team we got to an understanding that we want to make sure we change as little as possible in terms of things that can be considered major gameplay changes.

The "major" changes that harris0n listed are for the community to decide whether or not he went too far, we try and change as little as possible about the maps that the community played for years as inherently they are good however they need an updating.

Now again, if players feel we went too far and changed things that feel extreme we do listen to feedback and revert changes, like we did to cp_process_f5 after you've raised concerns about in the thread, and similarly we are working with league admins to revert and fix changes that we made to cp_gullywash_f2a.

[quote=KevinIsPwn][quote=DubThink][/quote]

I am of the same opinion. I really like the effort going in to making the map pool better, but "completely remade the map from scratch" on gully was not a "small change". Same mentality with adding bridges and changing geometry here.

If you wanna make a pro version, just call it that. ¯\_(ツ)_/¯[/quote]
I'll let Collaide respond to the gullywash comment himself but from my perspective seeing this breaks my heart as he spent so many hours making sure the map is perfectly aligned to the grid and isn't a mess from 2009, the fact he placed it in the "Minor changes" section, he really meant that as a joke because 99% of the players will never notice the difference.

The major changes are all listed, and if you feel like we went too far, please, tell us in the threads.

I'll try running through the biggest changes harris0n made in terms of gameplay to this version of cp_steel_f1, and as I can't know for sure if they all will be good enough to keep for the next version I won't claim they are all 100% positive, but we hope it will create more good than bad, I'll let harris0n comment on those himself as well.

A point:
-Bridge from hill to red spawn and a fenced wall - https://i.imgur.com/nDNYxK0.jpg

B point:
-Widened the stairs leading to the highground - https://i.imgur.com/rncY8EH.jpg
-Added a new doorway into B spawn dropdown via outside - https://i.imgur.com/Yt6Oluf.jpg
-Extended B's sentry porch - https://i.imgur.com/sNYuyuQ.jpg

C point:
-Extended the defence's bridge making the jump from the control point and back possible - https://i.imgur.com/MSXI3i1.jpg

D point:
-Added windows to the D+E Connector - https://i.imgur.com/GIukqI5.jpg

E point:
-Converted sniper perch windows both into wider windows, removing the pole in the middle - https://i.imgur.com/EXBRJrG.jpg

These are the biggest changes in cp_steel_f1, I agree that some of these changes might be too big to be considered a simple 'Refresh' but this is where you come in and we appreciate the feedback, we will work to revert changes that went too far.
6
#6
newbie.tf
0 Frags +
CollaideA) READ the very post that sentence was posted in.
B) Take a look at the map to see for yourself. It's not a different map. It's the same map with some changes.
C) If you're too lazy to do A & B, you could ask.

i have read that post. i looked at the map. spent a good amount of time jumping/walking around the map because it being off by a few hammer units everywhere was trippy.

don't call me lazy because i agreed with someone that the naming scheme of a project might be slightly misleading. ego much?

[quote=Collaide]A) [url=https://www.teamfortress.tv/57697/refresh-gully-prerelease-thread]READ the very post that sentence was posted in. [/url]
B) Take a look at the map to see for yourself. It's not a different map. It's the same map with some changes.
C) If you're too lazy to do A & B, you could ask.[/quote]

i have read that post. i looked at the map. spent a good amount of time jumping/walking around the map because it being off by a few hammer units everywhere was trippy.

don't call me lazy because i agreed with someone that the naming scheme of a project might be slightly misleading. ego much?
7
#7
refresh.tf
3 Frags +
KevinIsPwn

So then why do you imply a bunch of brushes off by ≤1 unit as a "big change"?

[quote=KevinIsPwn][/quote]
So then why do you imply a bunch of brushes off by ≤1 unit as a "big change"?
8
#8
9 Frags +
KevinIsPwnDubThink t "completely remade the map from scratch" on gully was not a "small change"¯\_(ツ)_/¯

yes it was lol. some things are completely unfixable from a decompiled version of a map, they havent changed a single thing in recreating it other than fixes
(agree with u on the case for steel tho)

[quote=KevinIsPwn][quote=DubThink][/quote] t "completely remade the map from scratch" on gully was not a "small change"¯\_(ツ)_/¯[/quote]
yes it was lol. some things are completely unfixable from a decompiled version of a map, they havent changed a single thing in recreating it other than fixes
(agree with u on the case for steel tho)
9
#9
8 Frags +

imo the reason people are fond of steel is because its one of the only incredibly chokey maps that aren't awful to play on. I'm all for trying out new changes but I almost feel that some of the quality of life fixes like widening doorways that would be a given on most pro maps aren't necessarily making this map better.

looks good though, looking forward to playing regardless

imo the reason people are fond of steel is because its one of the only incredibly chokey maps that aren't awful to play on. I'm all for trying out new changes but I almost feel that some of the quality of life fixes like widening doorways that would be a given on most pro maps aren't necessarily making this map better.

looks good though, looking forward to playing regardless
10
#10
4 Frags +

Imo making gameplay changes to the maps in general is not a bad thing and should be experimented with further to keep the maps fresh and promote variation, new spots and places in maps to use and take advantage of, rather than playing the exact same gullywash version for the 20th season and having to watch out for the same hiding spots for the 500th scrim and waiting for the same 3 mids you can do

Imo making gameplay changes to the maps in general is not a bad thing and should be experimented with further to keep the maps fresh and promote variation, new spots and places in maps to use and take advantage of, rather than playing the exact same gullywash version for the 20th season and having to watch out for the same hiding spots for the 500th scrim and waiting for the same 3 mids you can do
11
#11
2 Frags +
KevinIsPwndon't call me lazy because i agreed with someone that the naming scheme of a project might be slightly misleading. ego much?

dude spend 87 hours on the map
if you have any real feedback pls go to the gullywash thread

[quote=KevinIsPwn]
don't call me lazy because i agreed with someone that the naming scheme of a project might be slightly misleading. ego much?[/quote]

dude spend 87 hours on the map
if you have any real feedback pls go to the gullywash thread
12
#12
newbie.tf
-3 Frags +
skazKevinIsPwndon't call me lazy because i agreed with someone that the naming scheme of a project might be slightly misleading. ego much?
dude spend 87 hours on the map
if you have any real feedback pls go to the gullywash thread

read my posts pls (including the ones in the gully thread where i say that i appreciate the work that is being done on these maps)

again, i'm just saying that i agreed with dubthink's post. i literally have said nothing bad about any of the projects or the people that work on them (despite them calling me lazy?? rofl)

[quote=skaz][quote=KevinIsPwn]
don't call me lazy because i agreed with someone that the naming scheme of a project might be slightly misleading. ego much?[/quote]

dude spend 87 hours on the map
if you have any real feedback pls go to the gullywash thread[/quote]
read my posts pls (including the ones in the gully thread where i say that i appreciate the work that is being done on these maps)

again, i'm just saying that i agreed with dubthink's post. i literally have said nothing bad about any of the projects or the people that work on them (despite them calling me lazy?? rofl)
13
#13
refresh.tf
-4 Frags +

then why are you concern trolling about the implied "big change" to gullywash?

then why are you concern trolling about the implied "big change" to gullywash?
14
#14
refresh.tf
0 Frags +
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!

[quote=DubThink]It 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.[/quote]

I wholeheartidly agree, this version was heavily based off of [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2373070896]my pro version[/url] 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!
15
#15
refresh.tf
3 Frags +

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.

cp_steel_f2 has been [url=https://tf2maps.net/downloads/refresh-cp_steel.10850/]released[/url]. 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 [url=https://raw.githubusercontent.com/tom288/Refresh/master/Steel/Patchnotes_f2.txt]here.[/url]
16
#16
refresh.tf
2 Frags +

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.

cp_steel_f2a has been [url=https://tf2maps.net/downloads/refresh-cp_steel.10850/]released[/url]. 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 [url=https://raw.githubusercontent.com/tom288/Refresh/master/Steel/Patchnotes_f2a.txt]here.[/url]
17
#17
refresh.tf
6 Frags +

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!

cp_steel_f3 has been [url=https://tf2maps.net/downloads/refresh-cp_steel.10850/update?update=29593]released[/url].

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:

[list]
[*] Restarted the project to realign focus
[*] Removed almost every gameplay change
[*] Fixed a lot of clipping
[*] Tidied up some previous changes
[/list]
For a more indepth log of all the changes in F3 view the patchnotes [url=https://raw.githubusercontent.com/tom288/Refresh/master/Steel/Patchnotes_f3.txt]here[/url]
For an image album of F3's changes see [url=https://imgur.com/a/nsL2ANq]here[/url]
To see the patchnotes comparing cp_steel to the most recent release see [url=https://raw.githubusercontent.com/tom288/Refresh/master/Steel/FULL%20PATCHNOTES.txt]here[/url]
If you're interested in seeing the original steel side by side with f3, you can view a video of that [url=https://www.youtube.com/watch?v=_Ybgul_dF80]here[/url]

A special thanks to both Respawn League and UGC for running F3 in both seasons 9 and 34 respectively!
18
#18
refresh.tf
4 Frags +

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!

cp_steel_f4 has been [url=https://tf2maps.net/downloads/refresh-cp_steel.10850/update?update=30484]released[/url].

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.

[list]
[*] 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
[/list]

MASSIVE thanks to Xobile for doing most of the work for this version, absolute legend coming in clutch!
19
#19
refresh.tf
3 Frags +

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.
cp_steel_f5 has been [url=https://tf2maps.net/downloads/refresh-cp_steel.10850/update?update=31461]released[/url].

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:

[list]
[*] 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.
[/list]
20
#20
5 Frags +

fucking finally this gets fixed

fucking finally this gets fixed
21
#21
0 Frags +

why has the kill on spawn bug not been fixed yet? it's by far the most serious one.

why has the kill on spawn bug not been fixed yet? it's by far the most serious one.
22
#22
refresh.tf
2 Frags +
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

[quote=Ebola-Chan]why has the kill on spawn bug not been fixed yet? it's by far the most serious one.[/quote]

What bug are you referring to? I've never heard of anything like this
23
#23
1 Frags +
harris0nEbola-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

[quote=harris0n][quote=Ebola-Chan]why has the kill on spawn bug not been fixed yet? it's by far the most serious one.[/quote]

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

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
24
#24
refresh.tf
2 Frags +
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.

[quote=Ebola-Chan][quote=harris0n][quote=Ebola-Chan]why has the kill on spawn bug not been fixed yet? it's by far the most serious one.[/quote]

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

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[/quote]

if you don't mind, that demo would be good to take a look at.
25
#25
2 Frags +
harris0nEbola-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.

tick 72000 player Mong https://demos.tf/699772

[quote=harris0n][quote=Ebola-Chan][quote=harris0n][quote=Ebola-Chan]why has the kill on spawn bug not been fixed yet? it's by far the most serious one.[/quote]

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

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[/quote]

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

tick 72000 player Mong https://demos.tf/699772
26
#26
refresh.tf
3 Frags +
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.

[quote=Ebola-Chan]

tick 72000 player Mong https://demos.tf/699772[/quote]

After looking at your demo and the map itself it seems like steel actually has [url=https://i.imgur.com/yqTCqAc.png]2 kill triggers on the pipes[/url].

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 [url=https://i.imgur.com/B8oLiJY.png]you recieve the falling death notice[/url] which the pipe's kill triggers are [url=https://cdn.discordapp.com/attachments/803765968572645466/884218579489284178/unknown.png]set to give[/url])

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.
27
#27
refresh.tf
2 Frags +

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
cp_steel_f5a has been [url=https://tf2maps.net/downloads/refresh-cp_steel.10850/update?update=31508]released[/url]

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)

[list]
[*] 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
[/list]
28
#28
4 Frags +

You can shoot through the B spawn shutter. Here's a video of it.
https://streamable.com/7t9oy9

You can shoot through the B spawn shutter. Here's a video of it.
https://streamable.com/7t9oy9
29
#29
refresh.tf
3 Frags +

cp_steel_f6 has been released

This version completely overhalls the patches underneath pickups to be visible for everyone regardless of whether you have overlays disabled or not.
Thanks to Mong again for finding the afformentioned Red Forwards shutter holes which have now been fixed.
The rest of this update contains the following:

  • Made all chickenwire textures the same size
  • Added the arches back to blue spawn
  • Adjusted the ladder leading to the top of the shack before the B-site
  • Changed the clipping on the planks in the house on B-highground to a blockbullet
  • Removed solidity from the lamp in the house on B-highground
  • Smoothed out the ground around the small ammopack near the truck on B
  • Flipped the lantern in Red dropdown on B
  • Fixed texture misalignment near the trolly in white room
  • Adjusted the glass in front of the rock wall (will be updating this detail further in a future version)
  • Merged all kill triggers into one in the bottom of the pit on E (hopefully this will prevent all future spawn deaths, please contact me or leave a post if you still experience this bug on F6)
  • Increased Damage of Kill Triggers (500 -> 1000) to prevent exploit of overhealed FoS Heavy
  • Compiled using Fubar's BSPreveal
cp_steel_f6 has been [url=https://tf2maps.net/downloads/refresh-cp_steel.10850/update?update=31985]released[/url]

This version completely overhalls the patches underneath pickups to be visible for everyone regardless of whether you have overlays disabled or not.
Thanks to Mong again for finding the afformentioned Red Forwards shutter holes which have now been fixed.
The rest of this update contains the following:
[list]
[*] Made all chickenwire textures the same size
[*] Added the arches back to blue spawn
[*] Adjusted the ladder leading to the top of the shack before the B-site
[*] Changed the clipping on the planks in the house on B-highground to a blockbullet
[*] Removed solidity from the lamp in the house on B-highground
[*] Smoothed out the ground around the small ammopack near the truck on B
[*] Flipped the lantern in Red dropdown on B
[*] Fixed texture misalignment near the trolly in white room
[*] Adjusted the glass in front of the rock wall (will be updating this detail further in a future version)
[*] Merged all kill triggers into one in the bottom of the pit on E (hopefully this will prevent all future spawn deaths, please contact me or leave a post if you still experience this bug on F6)
[*] Increased Damage of Kill Triggers (500 -> 1000) to prevent exploit of overhealed FoS Heavy
[*] Compiled using Fubar's [url=https://tf2maps.net/threads/bspreveal-compile-tool-for-improved-in-game-visualization.44856/]BSPreveal[/url]
[/list]
30
#30
refresh.tf
5 Frags +

cp_steel_f7 has been released

A list of changes can be found below:

  • Fixed the door collision on all red spawn shutters
  • Added block bullets to the front of the fence shed on A
  • Converted some clip brushes with blockbullets along the dirt on B
  • Raised the railing above elbow to the roof on D
  • Adjusted the wall in the rockwall elbow/connector to be closer to how it is in stock steel (previous version had the area thinner than stock)
  • Corrected clipping on the staircase in death corridor
  • Fixed some missaligned textures
cp_steel_f7 has been [url=https://tf2maps.net/downloads/refresh-cp_steel.10850/update?update=32764]released[/url]

A list of changes can be found below:
[list]
[*] Fixed the door collision on all red spawn shutters
[*] Added block bullets to the front of the fence shed on A
[*] Converted some clip brushes with blockbullets along the dirt on B
[*] Raised the railing above elbow to the roof on D
[*] Adjusted the wall in the rockwall elbow/connector to be closer to how it is in stock steel (previous version had the area thinner than stock)
[*] Corrected clipping on the staircase in death corridor
[*] Fixed some missaligned textures
[/list]
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