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Mapsmapsmapamspsmspamsp
1
#1
cp_process, cp_metalworks
30 Frags +

1) Just finished the most recent version of cp_process, its in Release Candidate territory (thanks banny for the error checks). The primary changes in this version are largely optimization and visual changes, but there are some areas around two that have been altered: Lower lobby entrance is now much lower, which should help with sniper sightlines and making combat in that area much more reasonable. The balcony area near sewers has undergone some slight alterations, mostly visual, but combat there should be a bit more interesting and not so flat.

https://dl.dropbox.com/u/3492731/process/cp_process_rc3.bsp

2) Most recent version of Metalworks is RC2 (actually, RC3; see below), however, I'll be putting out a newer version with one slight alteration shortly, adjusting the height on the ceiling above the left side shutter door leading to 2nd.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc5.bsp

3) Most recent version of standin is RC1. I was planning some slight changes to health packs, but I wasn't going to have a chance to test at all, so for this round of voting I'm sticking with RC1.

https://dl.dropbox.com/u/3492731/standin/cp_standin_rc1.bsp

4) No new version of ashville (obvslilu). I had a planned change that would reduce the size of second and last, but the amount of time that would take is more than I'm willing to invest at this moment. I'm also interested how well it plays in Highlander, where larger combat spaces might be nice, but we'll see.

PLEASE TO TELL SCORPIO HE IS SHIT AND HIS MAPS ARE SHIT AND HIS WIFE (does not exist) IS SHIT ETC ETC ETC

Edit: Process file was broked, if you downloaded the version from before please delete it, hugs and kisses. New version is up and such.

1) Just finished the most recent version of cp_process, its in Release Candidate territory (thanks banny for the error checks). The primary changes in this version are largely optimization and visual changes, but there are some areas around two that have been altered: Lower lobby entrance is now much lower, which should help with sniper sightlines and making combat in that area much more reasonable. The balcony area near sewers has undergone some slight alterations, mostly visual, but combat there should be a bit more interesting and not so flat.

https://dl.dropbox.com/u/3492731/process/cp_process_rc3.bsp

2) Most recent version of Metalworks is RC2 (actually, RC3; see below), however, I'll be putting out a newer version with one slight alteration shortly, adjusting the height on the ceiling above the left side shutter door leading to 2nd.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc5.bsp

3) Most recent version of standin is RC1. I was planning some slight changes to health packs, but I wasn't going to have a chance to test at all, so for this round of voting I'm sticking with RC1.

https://dl.dropbox.com/u/3492731/standin/cp_standin_rc1.bsp

4) No new version of ashville (obvslilu). I had a planned change that would reduce the size of second and last, but the amount of time that would take is more than I'm willing to invest at this moment. I'm also interested how well it plays in Highlander, where larger combat spaces might be nice, but we'll see.

PLEASE TO TELL SCORPIO HE IS SHIT AND HIS MAPS ARE SHIT AND HIS WIFE (does not exist) IS SHIT ETC ETC ETC

Edit: Process file was broked, if you downloaded the version from before please delete it, hugs and kisses. New version is up and such.
2
#2
7 Frags +

metalworks is good. thanks for it. not a fan of standin tho!

metalworks is good. thanks for it. not a fan of standin tho!
3
#3
3 Frags +

I don't understand why forward spawn can't just point you into flank/lab/computer room/map room.

http://i.imgur.com/jfrVH.jpg

I don't understand why forward spawn can't just point you into flank/lab/computer room/map room.

[img]http://i.imgur.com/jfrVH.jpg[/img]
4
#4
-5 Frags +

inb4demoextendswhilecappingpointsand8sticks

inb4demoextendswhilecappingpointsand8sticks
5
#5
3 Frags +

ilu scorp

ilu scorp
6
#6
7 Frags +

everyone test metalworks in your pugs and stuff and see if it's going to work for s13

everyone test metalworks in your pugs and stuff and see if it's going to work for s13
7
#7
0 Frags +

Hi, I have nothing constructive to add to this conversation, but I just noticed yesterday in a pug that process is very aesthetically pleasing and stylish. Great job~

Hi, I have nothing constructive to add to this conversation, but I just noticed yesterday in a pug that process is very aesthetically pleasing and stylish. Great job~
8
#8
cp_process, cp_metalworks
3 Frags +
BerethI don't understand why forward spawn can't just point you into flank/lab/computer room/map room.

http://i.imgur.com/jfrVH.jpg

Hi, just a quick note about something like that. Its very reminiscent of the placement for the forward spawn on snakewater, EXCEPT thats the second forward spawn not the first. I think that something like that would be way too close to the middle point, and it would also restrict your choices in terms of where to attack from; you pretty much only get to attack from map room, without spending a lot of time going back to 2nd and then back into choke.

But more so, I don't think there is enough room in that part of the map to put a fully functioning respawn room (the wall that you have drawn on is mashed up pretty close to the lobby area). I like my spawns with a bit more room to maneuver inside, so you don't get completely destroyed by someone outside the spawn or someone opening the door.

[quote=Bereth]I don't understand why forward spawn can't just point you into flank/lab/computer room/map room.

[img]http://i.imgur.com/jfrVH.jpg[/img][/quote]

Hi, just a quick note about something like that. Its very reminiscent of the placement for the forward spawn on snakewater, EXCEPT thats the second forward spawn not the first. I think that something like that would be way too close to the middle point, and it would also restrict your choices in terms of where to attack from; you pretty much only get to attack from map room, without spending a lot of time going back to 2nd and then back into choke.

But more so, I don't think there is enough room in that part of the map to put a fully functioning respawn room (the wall that you have drawn on is mashed up pretty close to the lobby area). I like my spawns with a bit more room to maneuver inside, so you don't get completely destroyed by someone outside the spawn or someone opening the door.
9
#9
cp_process, cp_metalworks
0 Frags +
miwoHi, I have nothing constructive to add to this conversation, but I just noticed yesterday in a pug that process is very aesthetically pleasing and stylish. Great job~

Thanks2u.

[quote=miwo]Hi, I have nothing constructive to add to this conversation, but I just noticed yesterday in a pug that process is very aesthetically pleasing and stylish. Great job~[/quote]

Thanks2u.
10
#10
0 Frags +

This is just my personal opinion after pugging metalworks, but it kind of feels like there's a lot of entrances and doors in close proximity to each other that all just go to the exact same little flanking area or other part of the map, even though they seem like they would be going somewhere completely different, especially in between the second and last points. It wasn't that bad once I got used to it and figured out where all the doors went, but it can be kind of off putting the first time you see it, and it sort of makes the map feel like it's larger and more complex than it actually is.

This is just my personal opinion after pugging metalworks, but it kind of feels like there's a lot of entrances and doors in close proximity to each other that all just go to the exact same little flanking area or other part of the map, even though they seem like they would be going somewhere completely different, especially in between the second and last points. It wasn't that bad once I got used to it and figured out where all the doors went, but it can be kind of off putting the first time you see it, and it sort of makes the map feel like it's larger and more complex than it actually is.
11
#11
7 Frags +

god i fucking love process

god i fucking love process
12
#12
5 Frags +
BerethI don't understand why forward spawn can't just point you into flank/lab/computer room/map room.

http://i.imgur.com/jfrVH.jpg

Also, add a sign that says "HELLO!! THANK YOU FOR SPAWN CAMPING US" too

Scenario: Win mid, fail push on 2 (wipe), enemy demo jumps across mid to hp near "Lab/Computer" and continues into "Warehouse" where he proceeds to sticky ur door and while spamming your forward he takes 100 damage, demo takes 2 steps to the right and grabs health pack... by this time mid should be capped and he will have support to complete the stuffing of your spawn.

all of the above could be accomplished by a roamer as well by just taking height advantage on ramp above the door and he too has the pack to make it a jokefest.

even a scout could just push past your forward up top and just wait for your med to rotate to choke.

[quote=Bereth]I don't understand why forward spawn can't just point you into flank/lab/computer room/map room.

[img]http://i.imgur.com/jfrVH.jpg[/img][/quote]

Also, add a sign that says "HELLO!! THANK YOU FOR SPAWN CAMPING US" too



Scenario: Win mid, fail push on 2 (wipe), enemy demo jumps across mid to hp near "Lab/Computer" and continues into "Warehouse" where he proceeds to sticky ur door and while spamming your forward he takes 100 damage, demo takes 2 steps to the right and grabs health pack... by this time mid should be capped and he will have support to complete the stuffing of your spawn.

all of the above could be accomplished by a roamer as well by just taking height advantage on ramp above the door and he too has the pack to make it a jokefest.

even a scout could just push past your forward up top and just wait for your med to rotate to choke.
13
#13
5 Frags +

process is the future of tf2 maps

process is the future of tf2 maps
14
#14
cp_process, cp_metalworks
4 Frags +

Okay, final versions for next season.

cp_process_rc2 (https://dl.dropbox.com/u/3492731/process/cp_process_rc2.bsp)

Changes from rc1: Took resupply closets out of forward spawn, should reduce spam onto point from forward (thanks cyzer). Put in a new color for red side concrete. Fixed the rock at second, should be much easier to walk up, but getting onto it is still somewhat tricky.

I'm still not super sure on the location for the forward spawn. Given what happened in the lower lobby area, I may have enough room now to make a better forward spawn there, but it will have to wait for next season.

cp_metalworks_rc3 (https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3.bsp)

Changes from rc2: Removed resupply lockers from forward spawns (sensing a bit of a theme here?). Increased the height on the ceilings near shutter doors to and from last.

I'll be updating the first post with the new links, but yah, download away.

Okay, final versions for next season.

cp_process_rc2 (https://dl.dropbox.com/u/3492731/process/cp_process_rc2.bsp)

Changes from rc1: Took resupply closets out of forward spawn, should reduce spam onto point from forward (thanks cyzer). Put in a new color for red side concrete. Fixed the rock at second, should be much easier to walk up, but getting onto it is still somewhat tricky.

I'm still not super sure on the location for the forward spawn. Given what happened in the lower lobby area, I may have enough room now to make a better forward spawn there, but it will have to wait for next season.

cp_metalworks_rc3 (https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3.bsp)

Changes from rc2: Removed resupply lockers from forward spawns (sensing a bit of a theme here?). Increased the height on the ceilings near shutter doors to and from last.

I'll be updating the first post with the new links, but yah, download away.
15
#15
0 Frags +

http://screenshooter.net/data/uploads/hm/cu/kuqe.jpg

Any news on that?

http://etf2l.org/2013/04/17/etf2l-6v6-season-15-by-blackout-gaming-signups-schedule-maps-rule-changes/#comment-297221

[img]http://screenshooter.net/data/uploads/hm/cu/kuqe.jpg[/img]

Any news on that?

http://etf2l.org/2013/04/17/etf2l-6v6-season-15-by-blackout-gaming-signups-schedule-maps-rule-changes/#comment-297221
16
#16
cp_process, cp_metalworks
6 Frags +
Bonkershttp://screenshooter.net/data/uploads/hm/cu/kuqe.jpg

Any news on that?

http://etf2l.org/2013/04/17/etf2l-6v6-season-15-by-blackout-gaming-signups-schedule-maps-rule-changes/#comment-297221

Later this week.

[quote=Bonkers][img]http://screenshooter.net/data/uploads/hm/cu/kuqe.jpg[/img]

Any news on that?

http://etf2l.org/2013/04/17/etf2l-6v6-season-15-by-blackout-gaming-signups-schedule-maps-rule-changes/#comment-297221[/quote]

Later this week.
17
#17
cp_process, cp_metalworks
9 Frags +

https://dl.dropboxusercontent.com/u/3492731/process/cp_process_rc3.bsp

Latest version, slight changes to forward respawn (you won't get jacked by the door if you exit slowly). Doors at choke are flush with wall. Slight visual changes at mid.

https://dl.dropboxusercontent.com/u/3492731/process/cp_process_rc3.bsp

Latest version, slight changes to forward respawn (you won't get jacked by the door if you exit slowly). Doors at choke are flush with wall. Slight visual changes at mid.
18
#18
8 Frags +

Update your first post, so that players don't download rc2 again by mistake.

Update your first post, so that players don't download rc2 again by mistake.
19
#19
Tt eSPORTS
1 Frags +

Mirror: http://etf2l.org/maps/cp_process_rc3.zip

Mirror: http://etf2l.org/maps/cp_process_rc3.zip
20
#20
3 Frags +

There is a lag when passing underneath the spire catwalk that is still present in the official version of cp_process. Happens every rollout. What's the cause?

There is a lag when passing underneath the spire catwalk that is still present in the official version of cp_process. Happens every rollout. What's the cause?
21
#21
cp_process, cp_metalworks
0 Frags +
atmoThere is a lag when passing underneath the spire catwalk that is still present in the official version of cp_process. Happens every rollout. What's the cause?

Couldn't tell you. I don't experience it at all, and I don't think anyone has ever mentioned it. Any video showing it?

[quote=atmo]There is a lag when passing underneath the spire catwalk that is still present in the official version of cp_process. Happens every rollout. What's the cause?[/quote]

Couldn't tell you. I don't experience it at all, and I don't think anyone has ever mentioned it. Any video showing it?
22
#22
0 Frags +

I'll try to record a demo of it tonight. Seems I was wrong about "every" rollout but it does crop up quite frequently for me and I have seen it on other people's streams too.

I'll try to record a demo of it tonight. Seems I was wrong about "every" rollout but it does crop up quite frequently for me and I have seen it on other people's streams too.
23
#23
1 Frags +

http://www.youtube.com/watch?v=K9kHwEA4Ick&t=35

http://www.youtube.com/watch?v=K9kHwEA4Ick&t=35
24
#24
0 Frags +
atmoThere is a lag when passing underneath the spire catwalk that is still present in the official version of cp_process. Happens every rollout. What's the cause?

OH MY GOD YES. I thought I was the only one. Happens to me all the time, it was extremely annoying as roamer (because you always do a skip jump there). Please look into that.

[quote=atmo]There is a lag when passing underneath the spire catwalk that is still present in the official version of cp_process. Happens every rollout. What's the cause?[/quote]
OH MY GOD YES. I thought I was the only one. Happens to me all the time, it was extremely annoying as roamer (because you always do a skip jump there). Please look into that.
25
#25
0 Frags +

Looks like the game locks up while loading something.

Looks like the game locks up while loading something.
26
#26
0 Frags +

I think ashville plays well in highlander, the only thing I would change is take out the hallway next to the shutter door at mid and have a staircase directly to battlements from middle.

I think ashville plays well in highlander, the only thing I would change is take out the hallway next to the shutter door at mid and have a staircase directly to battlements from middle.
27
#27
cp_process, cp_metalworks
1 Frags +
f_blueatmoThere is a lag when passing underneath the spire catwalk that is still present in the official version of cp_process. Happens every rollout. What's the cause?OH MY GOD YES. I thought I was the only one. Happens to me all the time, it was extremely annoying as roamer (because you always do a skip jump there). Please look into that.

Well it is out of my hands (its Valve's now), but I'll look into it and email them.

[quote=f_blue][quote=atmo]There is a lag when passing underneath the spire catwalk that is still present in the official version of cp_process. Happens every rollout. What's the cause?[/quote]
OH MY GOD YES. I thought I was the only one. Happens to me all the time, it was extremely annoying as roamer (because you always do a skip jump there). Please look into that.[/quote]

Well it is out of my hands (its Valve's now), but I'll look into it and email them.
28
#28
7 Frags +

i like metalworks, but the sightline from the first forward spawn to choke needs to be covered up. i dont know if theres another map where this is even possible, (being able to spam the choke entrance from the forward spawn).

i like metalworks, but the sightline from the first forward spawn to choke needs to be covered up. i dont know if theres another map where this is even possible, (being able to spam the choke entrance from the forward spawn).
29
#29
1 Frags +
sherman_glucki like metalworks, but the sightline from the first forward spawn to choke needs to be covered up. i dont know if theres another map where this is even possible, (being able to spam the choke entrance from the forward spawn).

gully?

[quote=sherman_gluck]i like metalworks, but the sightline from the first forward spawn to choke needs to be covered up. i dont know if theres another map where this is even possible, (being able to spam the choke entrance from the forward spawn).[/quote]
gully?
30
#30
cp_process, cp_metalworks
4 Frags +

Hey, going through some slight changes to second on metalworks. Thoughts?

https://dl.dropboxusercontent.com/u/3492731/spacesaver/thoughts.jpg

Changes here:

1) Removed the platform on the fences, you can still stand on fences but you can't just chill up there and dodge all incoming damage. If you move to far left/right you fall off.
2) Got rid of roof over spawn, considering shrinking the door as well to cut off sniper sightlines.
3) Removed awning and platform near the window, put a pipe in instead. You can still jump around as scout, but not nearly as easily.

Hey, going through some slight changes to second on metalworks. Thoughts?

https://dl.dropboxusercontent.com/u/3492731/spacesaver/thoughts.jpg

Changes here:

1) Removed the platform on the fences, you can still stand on fences but you can't just chill up there and dodge all incoming damage. If you move to far left/right you fall off.
2) Got rid of roof over spawn, considering shrinking the door as well to cut off sniper sightlines.
3) Removed awning and platform near the window, put a pipe in instead. You can still jump around as scout, but not nearly as easily.
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