cp process f11

About

The original map, cp_process, was made by Ian "ScorpioUprising" Cuslidge.

Refreshed By: HOI Collaide

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

f11

09/05/2022
  • improvement
    Both teams now use the same spawn order and layout, copied from BLU.
  • improvement
    Fixed a few metal textures on BLU side using the wrong team colours.
cp_process_f11

f10

27/04/2022
  • improvement
    Added 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.
  • improvement
    Added blockbullets to gaps around the barrels, sink and crates in IT.
  • improvement
    Improved blockbullet between the barrel and crate outside the 2 sewer doors.
  • improvement
    The thin indoor pipes leading to upper IT are now only solid to players and physics (pipes and stickies).
  • improvement
    Cleaned up clipping on and below the lobby rail, and on the boiler room ceiling.
  • improvement
    Removed collision from the computer panels outside 1 and 5 on last.
cp_process_f10

f9a

16/10/2021
  • fixed
    One of the improved rock models used around the second points has been found to crash some configs and has been replaced.
  • fixed
    A tiny positional difference between the platforms above the two last points has been fixed.
  • fixed
    Decals missing from last point areas have been added back.
  • improvement
    Reflective surfaces have better cubemap allocations.
cp_process_f9a

f9

14/9/2021
  • fixed
    Corrected rotation of rocks on mid again.
  • custom
    Compiled with BSPReveal.
cp_process_f9

f8a

2/9/2020
  • fixed
    Corrected rotation of rocks on mid
cp_process_f8a

f8

8/8/2021
  • fixed
    The crack between mid crates by mirroring crate heights.
  • improvement
    Added Fubar's new rock collision meshes.
  • improvement
    Added player clipping to the mid rocks in the corner near sewer, so that they feel smooth-ish like the old ones.
  • improvement
    Modified spawn floors to use correct cubemaps.
  • improvement
    Minor collision fixes to windows near the second points.
  • improvement
    Minor texture alignment fixes around 2nd and choke.
  • improvement
    Clipping on lobby computer and printer.
  • improvement
    Redid the clipping on the large prop above IT, but it remains imperfect.
  • improvement
    Player collision around the enemy spawn door.
  • improvement
    Health and ammo pack heights are now consistently 8u - they were previously different for each side in some places.
  • custom
    Increased cubemap resolution of the windows on 2nd.
cp_process_f8

f7

29/11/2020
  • fixed
    Out of bounds pipes on 2nd slightly poking through a wall.
  • fixed
    Texture alignment on sewer 2nd.
  • improvement
    Increased lightmap resolution on a few skinny vertical faces to resolve lighting errors.
  • improvement
    Health and ammo overlay texture consistency.
  • improvement
    Properly mirrored health and ammo pack layout on 2nd.
cp_process_f7

f6

2/10/2020
  • fixed
    See-through gaps around windows on 2nd.
  • fixed
    Rock poking through ground on 2nd.
  • fixed
    Out-of-bounds displacement seams on mid by sewer.
  • improvement
    Made the lights in lobby the same for both sides.
  • improvement
    Added barrel props below the ramps to the top of last in order to improve projectile behaviour.
  • improvement
    Prop layout by the left spawn doors.
  • improvement
    Rotated barrel by red rollout to hide texture seam.
  • improvement
    Extended mid fence by sewer to reach wall.
  • improvement
    Further clipping improvements to the raised ledge area in lobby.
  • improvement
    Minor change to position of wood pallet outside forwards (no longer intersects with team coloured concrete).
  • improvement
    Minor improvement to shape of blockbullet on rock below rollout.
  • improvement
    Rock blockbullet.
  • improvement
    Shape and clipping of step thing behind last point.
  • improvement
    Reduced size of clipping on diagonal pipe near choke.
  • improvement
    Made light above lower lobby non-solid.
  • improvement
    Added props to barrel corner near mid-IT entrance.
  • reverted
    Brought back the out-of-bounds tower with a radar dish on blue 2nd.
  • removed
    Clipping on the side with the railing of the raised lobby area.
  • custom
    Added railing to the rooftop above the far sewer door.
cp_process_f6

f5

4/6/2020
  • fixed
    Some texture alignment issues at last.
  • fixed
    Some missing decals at last and lobby.
  • fixed
    Decal bug under ammo packs.
  • fixed
    Solidity of one of the doors at last.
  • improvement
    Gave the ramps at last detailing.
  • improvement
    Panic room clipping.
  • improvement
    Sewer spytech clipping and blockbullets.
  • improvement
    IT spytech blockbullets.
  • improvement
    Made further improvements to playerclip above sewer.
  • improvement
    Blockbullet at corner near choke.
  • improvement
    Minor lobby blockbullet adjustments.
  • improvement
    Collision on cylindrical prop above mid entrance to IT.
  • improvement
    Added blockbullets to the last window next to the fence on the far left wall.
  • improvement
    Simplified mid crate projectile collision.
  • improvement
    Adjusted choke ammo pack to be above ground instead of above concrete.
  • improvement
    Added minor player clipping to the mid barrels & fences for slightly smoother player movement.
  • custom
    Raised the skybox by 512 units.
  • custom
    Painted more invisible faces with nodraw.
  • custom
    Replaced the radar dish on blue side with a blue tower to match the red tower found on red side.
  • custom
    Spawn room chairs are more tucked in.
  • custom
    Made metal things in lower it ceiling func_illusionary.
cp_process_f5

f4

28/5/2020
  • improvement
    Loads of clipping improvements.
  • improvement
    Replaced playerclipping ramps on last with proper ramps (detailing is in progress).
  • improvement
    Raised displacement edges adjacent to concrete on mid and second.
cp_process_f4

f3

15/2/2020
  • improvement
    Projectile clipping on mid crates.
  • improvement
    Additional minor clipping improvements.
  • added
    Sticky collision to pipes in sewer and PC.
  • added
    Sticky collision to lamps in top lobby and nest.
  • added
    Clipping ramps to the rock underneath rollout.
cp_process_f3

f2

13/2/2020
  • improvement
    Many more player and projectile clipping improvements.
  • custom
    All doorways besides the second forward spawns have been made tall enough for a jumping player to go through.
cp_process_f2

f1

13/2/2020
  • improvement
    The lowest doorways have been raised to above the height of a jumping player.
  • improvement
    Stairs have been given proper projectile collision.
  • improvement
    Minor prop asymmetry issues have been resolved.
  • improvement
    The clipping on the walls of last has been removed to match the size of the playable space to the size of the room.
  • improvement
    Props and corners have been given smooth player collision.
  • improvement
    Surfaces not visible to players have been removed to reduce the map filesize and potentially increase framerate.
  • improvement
    Lamps no longer collide with players.
  • improvement
    The circular structures above the mid entrances to PC have better player collision.
  • improvement
    Areas around the mid crates have much better player and projectile collision.
  • improvement
    Player collision with overhanging roofs and small concrete steps.
cp_process_f1
Last
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Second
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Mid
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Spawn
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Last
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Lobby
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Lobby Entrance
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Second
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Second
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PC Entrance
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PC
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PC
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Sewers
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Sewers
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