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Credit to
harris0n for his work on this version
Restarted the project to realign focus.
Removed almost every gameplay change.
Fixed a lot of clipping.
Tidied up some previous changes.
For a detailed log of all the changes performed to the map please head to
refresh.tf .
A site.png
4.1 MB · Views: 195
B site.png
2.7 MB · Views: 193
C site.png
2.6 MB · Views: 192
D site.png
2.7 MB · Views: 180
E site.png
2.2 MB · Views: 196
Credit to
harris0n for his work on this version
Added textures to the tops of out of bound buildings.
Replaced the chickenwire floor near red spawn with wood.
Removed solidity on the lamp in D+E connector (replaced this hiding spot with a ledge).
adjusted metal beams to help movement.
For a detailed log of all the changes performed to the map please head to
refresh.tf .
Credit to
harris0n for his work on this version
Fixed some props sticking through walls on D.
Fixed some weird floating props in Whiteroom.
Fixed some Z-Fighting on one of the doorframes in red spawn.
Fixed the black brushes in the main exit in blue spawn.
Fixed the weird black brushes outside the play area on C.
Adjusted the pipe outside of the play area to visually fit the theme better on C.
Changed the woodplank to a ramp and extended the stairs on the porch to make movement more fluid around the area on B.
Corrected clipping outside Blue spawn's windows on A.
Corrected some incorrect textures in blue spawn.
Corrected some incorrect textures on B.
Reverted the extended highground on B.
Reverted the sentry porch on B.
Removed collsion on decorative supports in Wishbone.
Removed collsion on decorative supports on A.
Removed collsion on decorative supports on B.
Removed collsion on decorative supports on C.
Removed the bridge and fence on the hill on A.
Removed the last few remaining metal beams on D.
Made both sniper perch windows taller to prevent sentries being able to "headglitch" on E.
Compiled with HDR and LDR lighting.
Credit to
harris0n for his work on this version
Corrected clipping.
Better splash handling.
More player friendly movement.
Adjusted props to help with both visibility and gameplay.