Refresh: Steel

CP Refresh: Steel f12

harris0n

L2: Junior Member
Jul 26, 2018
58
46
cp_steel f1 - Significant changes to cp_steel to improve competitive suitability

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

Changes include:

  • Added a block bullets brush to every staircase to make stair case
  • Blue Spawn has been widened to allow for more breathing room
  • Added a bridge from A spawn to the hill
  • The Sniper Perch on A/E has been cleared up to make movement more fluid
  • B Stairwell has been widened
  • The dropdown room on B has had a new entrance added
  • The A/B connector dropdown has been widened
  • Added a walkway to C to make jumping from the point to the catwalk possible
  • Cleared the clutter in White Room, including the trolly and metal support beams
  • Replaced the steps with ramps on D
  • Removed the vault door in Death Corridor
  • Streamlined the pathing in the fullhealth kit room under wishbone
The original map cp_steel was made by Jamie "Fishbus" Manson, Dan "Irish Taxi Driver" Merboth and FLOOR_MASTER
 

harris0n

L2: Junior Member
Jul 26, 2018
58
46
GENERAL
Compiled with HDR and LDR lighting :)

BLUE SPAWN
corrected some incorrect textures
Fixed the black brushes in the main exit

RSPAWN 1
Fixed some Z-Fighting on one of the doorframes

RSPAWN 2
n/a

A
Removed the bridge and fence on the hill
Corrected clipping outside Blue spawn's windows
Removed collsion on decorative supports

B
Reverted the sentry porch
Reverted the extended highground
corrected some incorrect textures
Changed the woodplank to a ramp and extended the stairs on the porch to make movement more fluid around the area
Removed collsion on decorative supports

C
Removed collsion on decorative supports
Fixed the weird black brushes outside the play area
adjusted the pipe outside of the play area to visually fit the theme better

D
Fixed some props sticking through walls
Removed the last few remaining metal beams

E
Made both sniper perch windows taller to prevent sentries being able to "headglitch"

WISHBONE
Removed collsion on decorative supports

WHITEROOM
Fixed some weird floating props

DEATH CORRIDOR
n/a

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harris0n

L2: Junior Member
Jul 26, 2018
58
46
Added textures to the tops of out of bound buildings
Replaced the chickenwire floor near redspawn 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 here

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harris0n

L2: Junior Member
Jul 26, 2018
58
46
Removed solidity from all railings
Fixed clipping on some overhead props in BEC and C
Adjusted some texture work on B and D to limit the amount of chicken wire used throughout the map
Fixed pyro being able to shoot through the door on A as well as most projectiles and hitscan being able to shoot through the sides
Made the staircase on C and the full hp house on A on grid
Finally added cubemaps

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harris0n

L2: Junior Member
Jul 26, 2018
58
46
Replaced the chickenwire on E with metalgrate texture to fit better thematically.

Fixed clipping the A - Whiteroom/Lobby connector.

Reworked Blu's spawns so that you will now players spawn an equal distance from each other and with a better chance of having a good spawn.

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harris0n

L2: Junior Member
Jul 26, 2018
58
46
PATHNOTES

GENERAL
Replaced all patch overlays under health and ammo with func_illusionary ones so they are always visible
Made all chickenwire textures the same size and rotation to maintain consistency

BLUE SPAWN
Added the arches back near the resupply cabinets

RED FORWARDS
Removed the ability to shoot through the spawn doors

B SITE
Adjusted the ladder leading to the top of the shack before the B-site
Changed the clipping on the planks in the house on highground to a blockbullet
Removed solidity from the lamp in the house on highground
Smoothed out the ground around the small ammopack near the truck
Flipped the lantern in Red dropdown

WHITE ROOM
Fixed texture misalignment near the trolly
Adjusted the glass in front of the rock wall (will be updated this detail in a future version)

E SITE
Merged all kill triggers into one in the bottom of the pit
Increased the damage of all kill triggers from 500 to 1000 to prevent any chance of a overhealed heavy using Fists of Steel from surviving the fall

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harris0n

L2: Junior Member
Jul 26, 2018
58
46
A SITE
Added block bullets to the front of the fence shed

C SITE
Converted some clip brushes with blockbullets along the dirt

D SITE
Raised the railing above elbow to the roof
Adjusted the wall in the rockwall elbow to be closer to how it is in stock steel (previous version had the area thinner than stock)

DEATH CORRIDOR
Corrected clipping on the staircase
Fixed some missaligned textures

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JackyLegs

L1: Registered
Sep 5, 2015
18
3
Credit to harris0n for his work on this version

-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

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