cp process f12
About

We aimed to keep the map structure and appearance as close to the original as possible with over a hundred changes being completely invisible, for example player clips and blockbullet brushes. The main target of these changes were improved collision on steps, slopes, doorways, ceilings and props, predominantly where splash bugs occurred. Some examples of this are on top of the crates on mid, the concrete ledges leading up to the grass area on mid, player collision fixes on doorways so you cannot get stuck and finally the geometry of the last point has been improved to match the visuals, pipes only collide with stickies and grenades, thus rocket jumping should be facilitated.
Update History
- fixedFixed the glass ramps on last being slippery.
- fixedFixed some particularly noticeable misaligned textures.
- improvementImproved blockbullet by lobby railing.
- addedAdded detailing to the glass ramps on last.
- improvementBoth teams now use the same spawn order and layout, copied from BLU.
- improvementFixed a few metal textures on BLU side using the wrong team colours.
- improvementAdded blockbullet ramps to the bottom of the lower entrances to IT and lobby from second, preventing players from losing all vertical momentum by jumping the moment they enter.
- improvementAdded blockbullets to gaps around the barrels, sink and crates in IT.
- improvementImproved blockbullet between the barrel and crate outside the 2 sewer doors.
- improvementThe thin indoor pipes leading to upper IT are now only solid to players and physics (pipes and stickies).
- improvementCleaned up clipping on and below the lobby rail, and on the boiler room ceiling.
- improvementRemoved collision from the computer panels outside 1 and 5 on last.
- fixedOne of the improved rock models used around the second points has been found to crash some configs and has been replaced.
- fixedA tiny positional difference between the platforms above the two last points has been fixed.
- fixedDecals missing from last point areas have been added back.
- improvementReflective surfaces have better cubemap allocations.
- fixedCorrected rotation of rocks on mid again.
- customCompiled with BSPReveal.
- fixedCorrected rotation of rocks on mid
- fixedThe crack between mid crates by mirroring crate heights.
- improvementAdded Fubar's new rock collision meshes.
- improvementAdded player clipping to the mid rocks in the corner near sewer, so that they feel smooth-ish like the old ones.
- improvementModified spawn floors to use correct cubemaps.
- improvementMinor collision fixes to windows near the second points.
- improvementMinor texture alignment fixes around 2nd and choke.
- improvementClipping on lobby computer and printer.
- improvementRedid the clipping on the large prop above IT, but it remains imperfect.
- improvementPlayer collision around the enemy spawn door.
- improvementHealth and ammo pack heights are now consistently 8u - they were previously different for each side in some places.
- customIncreased cubemap resolution of the windows on 2nd.
- fixedOut of bounds pipes on 2nd slightly poking through a wall.
- fixedTexture alignment on sewer 2nd.
- improvementIncreased lightmap resolution on a few skinny vertical faces to resolve lighting errors.
- improvementHealth and ammo overlay texture consistency.
- improvementProperly mirrored health and ammo pack layout on 2nd.
- fixedSee-through gaps around windows on 2nd.
- fixedRock poking through ground on 2nd.
- fixedOut-of-bounds displacement seams on mid by sewer.
- improvementMade the lights in lobby the same for both sides.
- improvementAdded barrel props below the ramps to the top of last in order to improve projectile behaviour.
- improvementProp layout by the left spawn doors.
- improvementRotated barrel by red rollout to hide texture seam.
- improvementExtended mid fence by sewer to reach wall.
- improvementFurther clipping improvements to the raised ledge area in lobby.
- improvementMinor change to position of wood pallet outside forwards (no longer intersects with team coloured concrete).
- improvementMinor improvement to shape of blockbullet on rock below rollout.
- improvementRock blockbullet.
- improvementShape and clipping of step thing behind last point.
- improvementReduced size of clipping on diagonal pipe near choke.
- improvementMade light above lower lobby non-solid.
- improvementAdded props to barrel corner near mid-IT entrance.
- revertedBrought back the out-of-bounds tower with a radar dish on blue 2nd.
- removedClipping on the side with the railing of the raised lobby area.
- customAdded railing to the rooftop above the far sewer door.
- fixedSome texture alignment issues at last.
- fixedSome missing decals at last and lobby.
- fixedDecal bug under ammo packs.
- fixedSolidity of one of the doors at last.
- improvementGave the ramps at last detailing.
- improvementPanic room clipping.
- improvementSewer spytech clipping and blockbullets.
- improvementIT spytech blockbullets.
- improvementMade further improvements to playerclip above sewer.
- improvementBlockbullet at corner near choke.
- improvementMinor lobby blockbullet adjustments.
- improvementCollision on cylindrical prop above mid entrance to IT.
- improvementAdded blockbullets to the last window next to the fence on the far left wall.
- improvementSimplified mid crate projectile collision.
- improvementAdjusted choke ammo pack to be above ground instead of above concrete.
- improvementAdded minor player clipping to the mid barrels & fences for slightly smoother player movement.
- customRaised the skybox by 512 units.
- customPainted more invisible faces with nodraw.
- customReplaced the radar dish on blue side with a blue tower to match the red tower found on red side.
- customSpawn room chairs are more tucked in.
- customMade metal things in lower it ceiling func_illusionary.
- improvementLoads of clipping improvements.
- improvementReplaced playerclipping ramps on last with proper ramps (detailing is in progress).
- improvementRaised displacement edges adjacent to concrete on mid and second.
- improvementProjectile clipping on mid crates.
- improvementAdditional minor clipping improvements.
- addedSticky collision to pipes in sewer and PC.
- addedSticky collision to lamps in top lobby and nest.
- addedClipping ramps to the rock underneath rollout.
- improvementMany more player and projectile clipping improvements.
- customAll doorways besides the second forward spawns have been made tall enough for a jumping player to go through.
- improvementThe lowest doorways have been raised to above the height of a jumping player.
- improvementStairs have been given proper projectile collision.
- improvementMinor prop asymmetry issues have been resolved.
- improvementThe clipping on the walls of last has been removed to match the size of the playable space to the size of the room.
- improvementProps and corners have been given smooth player collision.
- improvementSurfaces not visible to players have been removed to reduce the map filesize and potentially increase framerate.
- improvementLamps no longer collide with players.
- improvementThe circular structures above the mid entrances to PC have better player collision.
- improvementAreas around the mid crates have much better player and projectile collision.
- improvementPlayer collision with overhanging roofs and small concrete steps.