About
The original map cp_steel was made by Jamie "Fishbus" Manson, Dan "Irish Taxi Driver" Merboth and FLOOR_MASTER.
The improved vault doors were made by "Asd417".
Steel is a classic highlander map beloved by most, but is not without its flaws.
Being a map from 2008 Steel really starts to show its age from unclipped stairs through to cluttered props and chokey corridors. In this project we have aimed to fix issues with map geometry as well as minor aesthetic and performance improvements while also adjusting some of the layout for a more modern TF2.
Update History
fixed
Fixed headbug exploit into Red B Spawn.fixed
Fixed tele safe spot in Red B spawn.fixed
Fixed floating lamp on A.fixed
Fixed miscellaneous visual bugs.improvement
Improved clipping and splash on C pipes.improvement
Improved area outside D spawn.reverted
Reverted back some decorative beams around map
cp_steel_f12
fixed
Fixed 'Ice-Skating' on the glass in deathhall.improvement
Improved splash handling across the map.improvement
Changed BLU setup gate to B to face the correct way.
cp_steel_f11
fixed
Fixed busted fridge on RED E spawn.improvement
Improved clipping near RED E spawn.improvement
Improved clipping in BC connector.improvement
Improved blockbullets on stairs across the map.improvement
Improved blockbullets on windows across the map.improvement
Removed collision on some lights across the map.
cp_steel_f10
fixed
Fixed death pit kill trigger.fixed
Miscellaneous small fixes.
cp_steel_f9
improvement
Updated the clipping on the planks inside the shed on the B highground.improvement
Updated the clipping under the speakers on the B highground.improvement
Updated the clipping behind the box at the end of deathcorridor.improvement
Updated the clipping around the outside of the B highground.improvement
Updated the clipping on the stairs inside bluespawn leading to A.added
Added a grate to fill in the hole above the area between red's forward spawn exit and BEC/wishbone.
cp_steel_f8
fixed
Fixed collision on all Red Spawn shutters, The clipping on the staircase in Death Corridor and some miscellaneous textures that were incorrectly alligned throughout the map.improvement
Improved the rockwall in the connector from Lobby/Whiteroom to D.improvement
Applied blockbullets to the front of the metal shed on A and Clipbrushes to the dirt around B.
cp_steel_f7
fixed
Fixed being able to shoot through the red spawn doors.fixed
Fixed texture misalignment near the trolley in white room.fixed
Fixed increased Damage of Kill Triggers (500 -> 1000) to prevent exploit of overhealed FoS Heavy on E.improvement
Merged all kill triggers into one in the bottom of the pit on E.improvement
Made all chickenwire textures the same size and rotation to maintain consistency.improvement
Adjusted the ladder leading to the top of the shack on B.improvement
Changed the clipping on the planks in the house on highground to a blockbullet on B.improvement
Removed solidity from the lamp in the house on highground on B.improvement
Smoothed out the ground around the small ammopack near the truck on B.improvement
Flipped the lantern in Red dropdown on B.reverted
Added the arches back near the resupply cabinets in blue spawn.custom
Replaced all patch overlays under health and ammo with func_illusionary ones so they are always visible.custom
Adjusted the glass in front of the rock wall (will be updating this detail further in a future version) in white room.custom
Compiled using Fubar's BSPreveal.
cp_steel_f6
fixed
Small update to fix pit related deaths causing players to die as soon as they respawn.
cp_steel_f5a
fixed
Fixed clipping in the A - Whiteroom/Lobby connector.improvement
Replaced the chickenwire on E with metalgrate texture to fit better thematically.improvement
Reworked Blu's spawns so that now players spawn an equal distance from each other and with a better chance of having a good spawn.
cp_steel_f5
fixed
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.fixed
Fixed clipping on some overhead props in BEC and C.improvement
Removed solidity from all railings.improvement
Adjusted some texture work on B and D to limit the amount of chicken wire used throughout the map.improvement
Made the staircase on C and the full hp house on A on grid.improvement
Finally added cubemaps.
cp_steel_f4
fixed
Fixed a lot of clipping.reverted
Restarted the project to realign focus.reverted
Removed almost every gameplay change.reverted
Tidied up some previous changes.
cp_steel_f3
improvement
Added textures to the tops of out of bound buildings.improvement
Adjusted metal beams to help movement.improvement
Replaced the chickenwire floor near redspawn with wood.removed
Removed solidity on the lamp in D+E connector (replaced this hiding spot with a ledge).
cp_steel_f2a
fixed
Fixed some props sticking through walls on D.fixed
Fixed some weird floating props in Whiteroom.fixed
Fixed some Z-Fighting on one of the doorframes in red spawn.fixed
Fixed the black brushes in the main exit in blue spawn.fixed
Fixed the weird black brushes outside the play area on C.improvement
Adjusted the pipe outside of the play area to visually fit the theme better on C.improvement
Changed the woodplank to a ramp and extended the stairs on the porch to make movement more fluid around the area on B.improvement
Corrected clipping outside Blue spawn's windows on A.improvement
Corrected some incorrect textures in blue spawn.improvement
Corrected some incorrect textures on B.improvement
Made both sniper perch windows taller to prevent sentries being able to "headglitch" on E.reverted
Reverted the extended highground on B.reverted
Reverted the sentry porch on B.removed
Removed collision on decorative supports in Wishbone.removed
Removed collision on decorative supports on A.removed
Removed collision on decorative supports on B.removed
Removed collision on decorative supports on C.removed
Removed the bridge and fence on the hill on A.removed
Removed the last few remaining metal beams on D.custom
Compiled with HDR and LDR lighting.
cp_steel_f2
improvement
Corrected clipping.improvement
Better splash handling.improvement
More player friendly movement.improvement
Adjusted props to help with both visibility and gameplay.
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