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Refresh: cp_process f11

Significant clipping changes to cp_process_final to improve competitive suitability


teamfortress.tv thread
workshop page

"Refresh" is a series aimed at making maps more suitable for competitive TF2. 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.

This version of cp_process_final has hundreds of small changes which significantly improve competitive suitability.

Changes include:
  • The lowest doorways have been raised to above the height of a jumping player
  • Stairs have been given proper projectile collision
  • Minor prop asymmetry issues have been resolved
  • The clipping on the walls of last has been removed to match the size of the playable space to the size of the room
  • Props and corners have been given smooth player collision
  • Surfaces not visible to players have been removed to reduce the map filesize and potentially increase framerate
  • Lamps no longer collide with players
  • The circular structures above the mid entrances to PC have better player collision
  • Areas around the mid crates have much better player and projectile collision
  • Improved player collision with overhanging roofs and small concrete steps

The original map cp_process was made by Ian "ScorpioUprising" Cuslidge
Author
HOI
Downloads
5,508
Views
5,508
First release
Last update
Category
Symmetrical CP
Rating
5.00 star(s) 2 ratings

More downloads from HOI

Latest updates

  1. F11 - Spawnpoint symmetry and texture fixes

    Both teams now use the same spawn order and layout, copied from BLU Fixed a few metal textures on BLU side using the wrong team colours
  2. F10 - Several blockbullet and playerclip fixes

    Added blockbullet ramps to the bottom of the lower entrances to IT and lobby from second, preventing players from losing all horizontal momentum by jumping the moment they enter. Added blockbullets to gaps around the barrels, sink and crates in...
  3. F9a - Fixed rare crash with some configs, minor aesthetic improvements

    One of the improved rock models used around the second points has been found to crash some configs and has been replaced. Decals missing from last point areas have been added back. Reflective surfaces have better cubemap allocations. A tiny...

Latest reviews

Great changes and an overall good idea, thanks for making this. As I understand this would be the first of a series of refresh maps and I'd like to see a map like Gullywash handled next.
HOI
HOI
Cheers, gully is next yes
Areas around the mid crates have much better player and projectile collision.
That is the most annoying thing in MGE when you shoot a rocket for 0 because of that. This is really cool and hopefully valve take notes, good job.