wtf no
| Account Details | |
|---|---|
| SteamID64 | 76561198061316177 |
| SteamID3 | [U:1:101050449] |
| SteamID32 | STEAM_0:1:50525224 |
| Country | Australia |
| Signed Up | September 2, 2015 |
| Last Posted | October 5, 2026 at 12:59 AM |
| Posts | 155 (0 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | 1.2 |
| Windows Sensitivity | 6 |
| Raw Input | 1 |
DPI |
800 |
Resolution |
1920x1080 |
Refresh Rate |
144 |
| Hardware Peripherals | |
|---|---|
| Mouse | gpro superlight |
| Keyboard | Ducky browns |
| Mousepad | Qck + |
| Headphones | audio technica ath-m50x |
| Monitor | |
ThompsonAre the assets used in rd_asteroid available? Would be so sick if someone could make a space themed 6s map.
dude ikr
B18 - Many Refinements
Been fiddling with the map over the past few weeks. I'm back to work and uni is picking up soon so expect slower updates.
*cough* if anyone is a modeler/texturer dm me *cough*
Gameplay Changes:
• Removed window shutter
• Extended some platforms that use stairs.
• Right door out of spawn room on last has been made smaller.
• Lobby door way into second has been adjusted
General Changes:
• Improved prop fade.
• Improved nodraw.
• Removed phantom entities.
• Weird texture issues.
Lighting improvements:
• Worklights installed in choke to make brighter.
• Dropdown is brighter.
• Lobby had lightning improved.
• Improved lighting on some props.
• Many other areas I cant remember
Detailing:
• Last is more underground.
• Last spawn and second forward spawn has been detailed.
• Perch on second has been made brighter to make more obvious.
• Hazard lines in doorways
• Quake room plants swapped for pipes.
• Dropdown has a pipe
• Above last has a walkway and tanks.
• Ropes above choke and second.
• Quake Room is now underground.
• Window Room is now underground and has a second level.
• Improved structures on mid to be a bit more realistic.
• Weird structures on mid have been made a lil more pretty.
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B18a - Fixed middle cap
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B18c - Few refinements
Updated stairs to look nicer.
Few graphical problems.
I will no longer be working on this project. The download has been taken down. It is likely someone else on the Refresh team will continue the development.
GO HERE INSTEAD
The map has been uploaded to serveme.tf and can be selected as "koth_warmtic_f1" when renting a server.
Current version: koth_warmtic_f1
Latest update: 3/02/2021
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. All perch spots have been kept in, besides those above the spawn doors.
CHANGES
• HDR has been lowered slightly.
• Removed unnessarcy lighting left over from koth_arctic.
Optimization:
• Slightly better FPS (maybe lighting entities left over from koth_arctic have been removed,
these are necessary anymore because the map isn't at night)
Detailing:
• Given props that need it prop fade.
• Improved when props fade out.
Clipping:
• Most props/brushes that created movement issues have either been deleted, clipped or
had their collisions disabled. (Perches have stayed, however perches above the spawn doors have been clipped off.)
• All stairs have been given blockbullets
Mid:
• Gaps on side of the point have been filled with concrete.
• Little pole like object that sticks out on the ramp to the point
has been removed and the ramp has been extended to the shipping crate.
• Wooden platform connecting shipping crate to balc has been smoothed and clipped.
• Lower has been clipped, lights have had their clipping removed.
• Clipped ceiling in side rooms.
• Fixed texture bugs
• Removed broken window
Dropdown:
• Cleaned up, its still just as dangerous but you wont get stuck in crouch. (possibly a controversial change, let me know what you think).
Shack:
• Cleaned up.
• Ladder clipped with block bullets (wont have same issue has rc4 with getting caught).
Courtyard:
• Sewn a displacement .
• Filled hole in truck.
• Filled hole in wall next to truck.
China:
• Hiding spot cleaned up (want feedback from spy players)
Balcony:
• Cleaned up.
• Stairway to balc has been cleaned up.
House:
• Removed broken window.
• Removed rubble.
The full photo album can be found here
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. Please add R0boprod or HOI if you'd like to work with us!
SHOUT-OUTS:
Jackylegs, Roboprod, Harris0n and everyone else on the Refresh Team for taking me on and helping get this map cleaned up.
Hanz for creating Arctic and Popcorp for pushing the map further and creating Warmtic <3
B17a
Cheers for the feedback on b17, I've fixed up a few issues pointed out by Adnurak and others :)
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B17b - moonlabmountain maintoun lab moonbase mannbase is maountain lab
Wanted to do a lil bit of detailing above lobby.
Few optimizations in terms of prop fade and what gets rendered on the map.
(also new 2d skybox)
(there are probably more changes but I cant remember them)
Middle:
• New rock you can use to get onto new rock this rock is above another rock. rock.
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B17c - Phantom displacement removed
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
AdnurakHeaps of feedback :o
big thankies, will be making sure I fix up all of these, kinda hoped I could get away with the see through wall on second, guess I got a bit too keen on optimization. will get the update out tomorrow :)
also glad someone has spotted the secret :p
B17
Thanks to everyone that played the CappingTV Summer Brawl and played Mannbase. The feedback I've received has helped me gauge what the community wants from the map.
B17 contains quite a few changes to middle and various changes to areas around the map.
This isn't an incredibly large update as I'm trying to be cautious with large changes after people are just learned the map.
General changes:
• Small optimizations.
• New clipping.
• 3D Skybox lil more interesting
Middle:
• New ledge/window in IT.
• Compacted the area outside quake room and changed the platform into a rock structure.
• New ledge outside quake room.
• New pipe to stand on above IT.
• Removed texture bug.
Second:
• Rock added.
• Pipe added to assist players on the little step up.
Last:
• Added a new wall outside spawn to make last feel shorter.
• Removed sentry spot next to the same wall.
Qauke Room:
• Moved the health pack to assist different demo rollouts.
Lobby:
• New pipes to offer cover and a new way to duke. (did this because while lobby does feel quite large I didn't want to actually make it smaller if this isn't enough then Ill make some more extreme changes.)
• Changed the window to a darker shade so it looks more like a window and less like a hole in the wall.
• Changes lighting.
Window Room:
• New pipe and
liasI have always been sus of eli/mxr circlejerk, but I'm not sure that outwieghs my distrust of rgl. I think if you're gonna ban someone for cheating you should provide the community with the material used in the decision making. This is a great opportunity for RGL to show some fucking spine and defend their decision.
this sounds a like great way for cheaters to learn how to hide their cheats
B16
Large update to further ready the map for the upcoming summer brawl.
Most fixes have been for camera work to be slightly improved but also to just make the map look nicer.
• Added OOB area on last
• Detailed last
• Detailed choke
• Detailed mid
• Changed green pipes to black/white ones
• Better HDR
• Better Lighting
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B16a
Largeish update to further ready the map for the upcoming summer brawl.
Most changes are optimization but there are also a few graphical changes around the map, this should be the last change before the summer brawl.
• Detailed lower lobby.
• Detailed above lobby.
• Added nebula to red side in 3d the skybox.
• Added details in window room.
• Added details to lobby.
• Added rocks around the map.
• Added vents around the map.
• Raised wall next to the mini hp in middle.
• Lowered HDR intensity.
KoolKroc27 : *kissies you*
KoolKroc27 : *farts on pyro*
B15a
Small update to refine a few things.
Fixed up general brushwork and some texture inconsistencies.
Lobby:
• Replaced window with solid wall/detailing, this was done due to some glitchiness
Choke:
• Replaced pipe with ramp also due to glitchiness.
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B15b - Visibility Update
• Made mid brighter.
• Plants have returned to quake room to make it more unique.
• Improved lighting in quakeroom/second/mid
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B15c - ready for league play update
• Clipping issues fixed
B14
Small update meant to improve the fight at choke and sightlines on last.
rgl forum thread here: https://forums.rgl.gg/topic/459/cp_mannbase
Middle:
• Extended ledge on quake room balc
Second:
• New ledge
Last:
• Closed off sightline on left and sightline to under
_flacglad to see the jump-pad is back ;D
mannbase deserves more attention, I'm loving b12b so far!
Yeah, so I've been thinking about this a lil. I don't really mind so much that people aren't replying, I kinda understand why and I don't blame them. Community members putting their own time into a project that probably won't affect them is a bit of a rare gift for mappers. It's not like I believe I have the right to feedback, I don't.
The map is getting downloads on tf2maps.net and is being playtested fairly often, and afaik is being enjoyed by enough people that I feel I don't really need the feedback from TFTV users (Don't get me wrong, I'd fucking love some). I'm happy with the development and feedback it's getting, doesn't need to be from here. Despite the lack of attention it's getting on TFTV, I keep this thread updated in case there is a TFTV user that is watching this thread.
I have worried that posting updates is somewhat spammy but eh fuck it.
I'll keep updating it until I stop updating it.
B12
I've had many people complain that the map feels quite large. I haven't actually compared the map to other 6s maps, however, I feel this is more a feeling of areas being large rather them actually being larger. So this update has mostly been a focus on second/choke. However, there are changes to other areas:
Middle:
• Shacks size increased
• New ledge on the outside of quake room
Second:
• Moved health and ammo closer to choke
• Fortified the point
• Closed off sniper angles
Lobby:
• Opened up the high ground in lobby but cutting a platform out of the wall
Choke:
• Moved med hp/ammo
• Added back route, except in different spot and has a jump-pad
I'm hoping that these changes will make the choke fight and flank fight feel a bit more focused.
I'm also hoping that the choke gets reduced in size due to the change of placement of the medium hp pack and the placement of the jump pad.