Refresh: Steel

Refresh: Steel f12

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.

Attachments

  • A site.png
    A site.png
    4.1 MB · Views: 195
  • B site.png
    B site.png
    2.7 MB · Views: 193
  • C site.png
    C site.png
    2.6 MB · Views: 192
  • D site.png
    D site.png
    2.7 MB · Views: 180
  • E site.png
    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.