harris0n
Account Details
SteamID64 76561198072335921
SteamID3 [U:1:112070193]
SteamID32 STEAM_0:1:56035096
Country Rainbow Nation
Signed Up July 4, 2018
Last Posted April 14, 2022 at 7:09 AM
Posts 34 (0 per day)
Game Settings
In-game Sensitivity 1
Windows Sensitivity 4
Raw Input 1
DPI
800
Resolution
1920 x 1080
Refresh Rate
165
Hardware Peripherals
Mouse G703 Lightspeed
Keyboard Corsair mk2 k70
Mousepad QCK HEAVY XXL
Headphones Kingston HyperX Cloud II
Monitor Acer KG241QS 23.6" 165Hz
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#23 Refresh: pl_upward in Map Discussion

pl_upward_f7 has been released

credit to Bereth for their work on this version

  • Added cubemaps
  • Fixed some texture misalignments
  • Improved some blockbullets in tunnel and playground on 2nd
posted about 2 years ago
#12 Refresh: cp_metalworks in Map Discussion

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
posted about 2 years ago
#21 Refresh: pl_upward in Map Discussion

pl_upward_f6 has been released

credit to Hondjo and Bereth for their work on this version

  • Fixed textures overwriting on other maps
  • Small clipping and splash improvements across the map
posted about 2 years ago
#32 Refresh: cp_steel in Map Discussion

cp_steel_f9 has been released

Credit to Hondjo and Bereth for their work on this version

  • Fixed death pit kill trigger.
  • Miscellaneous small fixes
posted about 2 years ago
#9 Refresh: cp_metalworks in Map Discussion

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
posted about 2 years ago
#3 Refresh: cp_metalworks in Map Discussion

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
posted about 2 years ago
#31 Refresh: cp_steel in Map Discussion

cp_steel_f8 has been released

a list of changes can be found below

  • Updated the clipping on the planks inside the shed on the B highground
  • Updated the clipping under the speakers on the B highground
  • Updated the clipping behind the box at the end of deathcorridor
  • Updated the clipping around the outside of the B highground
  • Updated the clipping on the stairs inside bluespawn leading to A
  • Added a grate to fill in the hole above the area between red's forward spawn exit and BEC/wishbone

I've also updated the screenshots in our steam workshop upload, so they no longer reflect the edits from F1

posted about 2 years ago
#19 Refresh: pl_upward in Map Discussion

pl_upward_f5 has been released

  • replaced clipbrushes with blockbullets in:
    backstairs last, balcony/window second, house second-third, banana last, spiral last, b house second
  • fixed misaligned fire extinguisher on last.
  • support beams on last upper no longer bounce stickies
  • fixed overlay ammo patch in dropdown/window second.
  • changed cabinet in spawn to no longer have shadows and prevent doors clipping out
posted about 2 years ago
#16 Refresh: pl_upward in Map Discussion
MongWhy no f4_a1 post? It's on serveme.

there's an upward_f4 now!

pl_upward_f4 has been released

Full credit to Hondjo for working on this version

  • reworked sign behaviour around the map to avoid solidity/visibility issues
  • improved clipping around first point under playground and blue side of the cliff-bridge
  • improved clipping in spiral
  • improved clipping around metal vertical beams and curbs under point on last
  • improved clipping under heavy balcony on third
  • improved splash around first-tunnel entrance wall
  • fixed being able to cap/deny cart from under rollercoaster
posted about 2 years ago
#30 Refresh: cp_steel in Map Discussion

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
posted about 2 years ago
#1 Refresh: cp_metalworks in Map Discussion

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.

posted about 2 years ago
#19 pl_cornwater (a competitive retheme of Badwater) in Map Discussion

Cool map

posted about 2 years ago
#12 Refresh: pl_upward in Map Discussion

pl_upward_f3 has been released

F3 is a small update to help correct a few minor issues:

  • Removed remaining bush on flank side of First.
  • Corrected floating windows and boards above Second.
  • Removed new hiding spot along Blue base.
  • Removed new hiding spot above First.
  • Fixed gap between the wood and dirt on First.
  • Attached a lightswitch wire to the ceiling on Third.
posted about 2 years ago
#9 Refresh: pl_upward in Map Discussion

pl_upward_f2 has been released

F2 aims to correct a lot of the errors that came with decompiling upward as well as fix a few more smaller bugs along the way.

  • Readded a bunch of missing decals.
  • Raised ceiling bar on red last too make movement smoother.
  • Adjusted bloom and hdr exposure settings.
  • Various clipping and block bullet changes behind and around props.
  • Improved lighting on rock models.
  • Removed pop-in on specific props.
  • All lighting around last should reflect how it is in default upward now.
posted about 2 years ago
#29 Refresh: cp_steel in Map Discussion

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
posted about 2 years ago
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