cp_process_f11 addresses the last few issues we are aware of, and is available now on serveme
- Both teams now use the same spawn orders and layouts, copied from BLU
- Fixed a few metal textures on BLU side using the wrong team colours
Account Details | |
---|---|
SteamID64 | 76561198061182117 |
SteamID3 | [U:1:100916389] |
SteamID32 | STEAM_0:1:50458194 |
Country | England |
Signed Up | July 12, 2017 |
Last Posted | May 9, 2022 at 4:51 PM |
Posts | 60 (0 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 4 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1440p |
Refresh Rate |
165Hz |
Hardware Peripherals | |
---|---|
Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
cp_process_f11 addresses the last few issues we are aware of, and is available now on serveme
You can still stand above them as shown in this image but not on the props themselves.
The panel props are extremely thin and would previously block splash in some circumstances.
We haven't removed any spots unless you consider standing on the panel props a different spot.
cp_process_f10 includes some collision improvements. If you know of anything else that needs fixing let me know :)
F5
Download links: TF2Maps - Github
Changelog:
Credit to Collaide and Hondjo for working on this version
Version f9a fixes the crashes that affected users of some configs, and has some additional aesthetic improvements.
Version cp_process_f9 comes with fixed rocks, and also makes use of Fubar's BSPReveal tool mentioned here.
Note that this tool does not highlight the invisible displacements used in several areas e.g. in some pipe & lamp props.
Many rocks in f8a had wrong rotations due to a mistake in the models provided to me. For some of the mid rocks this meant that the clipping f8 added no longer helped. The only changes are the rock fixes and new console commands.
I've pushed minor fix f8a, also available on serveme, and which prevents a cause of crashes.
In F8 we moved to use Fubar's improved rock prop hitboxes, which are slightly different in product_final but are found under the same name. Players switching between the two maps would risk crashing, but this resolves that issue.
Process F8 is out! Hitscan collision issues with the rocks and mid crates are now fixed. Here's the full list of changes:
The map is available on serveme, enjoy! As always we are looking for suggestions to improve any future versions.
Version f2 has been added with more clipping and doorway height changes which should offer significant quality of life improvements. The map still looks almost identical since doorways have only changed by up to 16 units (about 12%). Due to the negative feedback towards modifying the railings we will either propose an alternate idea or remove that suggested change.
Since the ceiling lamps on the map offered no hiding spots and did nothing but block player movement all of them were made non-solid starting from version f1. There are several lamps that will be given sticky collision in the next version.
We decided to work on maps like process because we decided it would be a better use of our time to make the more popular maps in the map pool better than to spend longer working on maps that are unlikely to get into the map pool in the first place. We chose to start with process in particular because we were confident all of the issues we identified could be resolved in a relatively short amount of time while still offering value to players. We do plan to address gullywash but it's significant asymmetry issues made it less suitable to begin this project with.
https://i.imgur.com/MSDeXeu.png
its not okay