If you're looking for some insider answers, I suppose I can provide some.
For various reasons, ScorpioUprising (the original creator of Process and Metalworks) was interested in getting some of the Refresh changes into the game's official map. However, he was insistent on doing all the changes himself, from scratch. He worked with the Refresh team to get a list of the changes we'd already made and replicated them all. He added some personal touches in terms of detailing (like the point on Metalworks last), but he also made some larger changes (like the new second forward spawn on Metalworks).
This has been pending for absolutely ages, so I'm honestly a bit surprised it actually happened. Still, it's neat. Hopefully, people don't hate the bigger changes. (If they do, I suppose Refresh could continue its work.)
| Account Details | |
|---|---|
| SteamID64 | 76561198031558094 |
| SteamID3 | [U:1:71292366] |
| SteamID32 | STEAM_0:0:35646183 |
| Country | United States |
| Signed Up | September 14, 2012 |
| Last Posted | May 22, 2026 at 10:41 PM |
| Posts | 115 (0 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | 10 in/360 |
| Windows Sensitivity | |
| Raw Input | 1 |
DPI |
|
Resolution |
1920x1080 |
Refresh Rate |
144Hz |
| Hardware Peripherals | |
|---|---|
| Mouse | Logitech G502 |
| Keyboard | |
| Mousepad | |
| Headphones | |
| Monitor | |
ondkajahttps://streamable.com/lfgd9s
good map
This only happens on stock metalworks. The refresh version fixed it.
I (foolishly) assumed they were using cp_metalworks_f5 (the latest refresh version) when I did my first testing.
This sort of thing is why refresh versions of maps exist, but obviously leagues and players can make their own decisions about what maps and versions they want to play.
If anyone finds any bugs in the refresh version of metalworks they can post in in the thread.
1. It's not a refresh version of metalworks (whew).
2. https://streamable.com/3yadis
https://streamable.com/hkby18
Can't reproduce, so probably not a map bug.
Bonesaw (hacksaw event) is payload race and Red doesn't even have a cart. Does Valve not test these maps at all?
Getting these new maps tested in a cup is a good idea and will help them develop. Turning this around into a full season of play.. well the community response to that is clear enough already. Do I think craneway is ready to be played in a quick cup? Sure, that's pretty low consequence if it sucks. Do I think it's ready to be played in a league for a full season? I don't know, which is probably too close to "no" for most people. Whatever map is chosen will probably voted out as a knee-jerk reaction next season, even if it has serious merit. That would leave it like cardinal, a map that was probably very improvable, but got screwed over by league decisions.
Over the past month this map has seen a fair number of changes and improvements. We at the Refresh team are pretty proud of how it's turned out so far.
Screenshots:
https://i.imgur.com/JL5Wt7s.jpg
https://i.imgur.com/O5Yldyf.jpg
You young whippersnappers better not forget your TF2 history.
https://youtu.be/ndZoP4yctqA?t=168
Subscribe on the Workshop
The map has been uploaded to serveme.tf and can be selected as "koth_warmtic_f10" when renting a server.
Latest update: 2022-3-17
INTRODUCTION
"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
Warmtic has been around a while in Highlander but we noticed it was getting quite low reviews from players in ETF2L's last poll. Most changes you'll see here aim to only improve gameplay, not change. Most hiding/perch spots have been left in.
CHANGES
F10:
• Added a bit of team colors to the sniper nests.
• Various small texture changes.
Clipping:
• Fixed a few issues with mirroring.
Lighting:
• Improved lighting along several edges.
F9:
• Thinned the pillars outside near the dropdown.
Clipping:
• Changed the invisible displacements to blockbullets.
• Changed some of the playerclips to blockbullets.
Lighting:
• Brigtened up some light around the pillars near the dropdown.
F8:
• Updated the clipping so blockbullets are now visible with r_drawclipbrushes.
• Changed the clipping on the pillars near the point to help with splash.
F7:
• Changed the ordering of the spawn points.
• Fixed an issue with the point activation voice lines.
F6:
• Fixed a misaligned texture.
• Added glass in front of the computer panels above the crates.
• Fixed a tiny hole in the fence by the tankers.
Clipping:
• Fixed the clipping around the fence on BLU side.
• Made a few props non-solid.
• Changed the fence type under the big ramp.
• Added a blockbullet for the openings of the elbow doors.
• Changed some clipping to blockbullets in the elbows.
• Changed some clipping to blockbullets on the floor entrance to yard.
Optimization:
• Fixed a barrel's fade time.
F5:
• Changed the control point model.
• Minor visual changes.
Lighting:
• Brightened red side behind the crate doorway.
Gameplay:
• Fixed a hole in the fence on BLU side by the window.
• Removed many of the light poles in the spawn areas.
F4:
• Added more consistent patches under health and ammo.
• Fixed some minor visual bugs with the ground textures.
• Closed a gap between the concrete area and the raised middle point.
• Fixed a bug preventing bullet decals on some of the concrete floors.
• Flattened out some of the ground by dropdown.
• General visual tweaks and improvements.
• Fixed some asymmetry.
Clipping:
• Updated the clipping on a set of boxes that looked climbable to be climbable.
• Moved the lamp and barrel near the left spawn route.
• Moved the crate next to the left stairs to not catch projectiles.
• Improved the clipping on some of the unuseable doors.
Gameplay:
• Removed a crack shot next to the crates and little dropdown on mid.
• Fixed a bug where you could use the resupply bind outside the enemy’s spawn.
• Made the point hologram invisible.
Optimization:
• Fixed a bug which allowed you to see through the flank wall from some positions.
An album of all the changes.
WANT TO HELP?
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. Check out this thread for more information.
CONTRIBUTORS:
Hanz for Arctic, Popcorp for Warmtic, and Skaz for F1
Alistor for the control point skin.
Jackylegs, Roboprod, Harris0n and the Refresh Team
Thanks to a bit of necromancy by Lucrative this map is in-development once again.