cp steel f12
About

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
- fixedFixed headbug exploit into Red B Spawn.
- fixedFixed tele safe spot in Red B spawn.
- fixedFixed floating lamp on A.
- fixedFixed miscellaneous visual bugs.
- improvementImproved clipping and splash on C pipes.
- improvementImproved area outside D spawn.
- revertedReverted back some decorative beams around map
- fixedFixed 'Ice-Skating' on the glass in deathhall.
- improvementImproved splash handling across the map.
- improvementChanged BLU setup gate to B to face the correct way.
- fixedFixed busted fridge on RED E spawn.
- improvementImproved clipping near RED E spawn.
- improvementImproved clipping in BC connector.
- improvementImproved blockbullets on stairs across the map.
- improvementImproved blockbullets on windows across the map.
- improvementRemoved collision on some lights across the map.
- fixedFixed death pit kill trigger.
- fixedMiscellaneous small fixes.
- improvementUpdated the clipping on the planks inside the shed on the B highground.
- improvementUpdated the clipping under the speakers on the B highground.
- improvementUpdated the clipping behind the box at the end of deathcorridor.
- improvementUpdated the clipping around the outside of the B highground.
- improvementUpdated the clipping on the stairs inside bluespawn leading to A.
- addedAdded a grate to fill in the hole above the area between red's forward spawn exit and BEC/wishbone.
- fixedCollision on all Red Spawn shutters, The clipping on the staircase in Death Corridor and some miscellaneous textures that were incorrectly alligned throughout the map.
- improvementThe rockwall in the connector from Lobby/Whiteroom to D.
- addedBlock bullets to the front of the metal shed on A and Clipbrushes to the dirt around B.
- fixedBeing able to shoot through the red spawn doors.
- fixedTexture misalignment near the trolly in white room.
- fixedIncreased Damage of Kill Triggers (500 -> 1000) to prevent exploit of overhealed FoS Heavy on E.
- improvementMerged all kill triggers into one in the bottom of the pit on E.
- improvementMade all chickenwire textures the same size and rotation to maintain consistency.
- improvementAdjusted the ladder leading to the top of the shack on B.
- improvementChanged the clipping on the planks in the house on highground to a blockbullet on B.
- improvementRemoved solidity from the lamp in the house on highground on B.
- improvementSmoothed out the ground around the small ammopack near the truck on B.
- improvementFlipped the lantern in Red dropdown on B.
- revertedAdded the arches back near the resupply cabinets in blue spawn.
- customReplaced all patch overlays under health and ammo with func_illusionary ones so they are always visible.
- customAdjusted the glass in front of the rock wall (will be updating this detail further in a future version) in white room.
- customCompiled using Fubar's BSPreveal.
- fixedSmall update to fix an oversite related to pit related deaths causing players to die as soon as they respawn.
- fixedClipping the A - Whiteroom/Lobby connector.
- improvementReplaced the chickenwire on E with metalgrate texture to fit better thematically.
- improvementReworked Blu's spawns so that now players spawn an equal distance from each other and with a better chance of having a good spawn.
- fixedPyro being able to shoot through the door on A as well as most projectiles and hitscan being able to shoot through the sides.
- fixedClipping on some overhead props in BEC and C.
- improvementRemoved solidity from all railings.
- improvementAdjusted some texture work on B and D to limit the amount of chicken wire used throughout the map.
- improvementMade the staircase on C and the full hp house on A on grid.
- improvementFinally added cubemaps.
- fixedFixed a lot of clipping.
- revertedRestarted the project to realign focus.
- revertedRemoved almost every gameplay change.
- improvementTidied up some previous changes.
- improvementAdded textures to the tops of out of bound buildings.
- improvementAdjusted metal beams to help movement.
- customReplaced the chickenwire floor near redspawn with wood.
- customRemoved solidity on the lamp in D+E connector (replaced this hiding spot with a ledge).
- fixedFixed some props sticking through walls on D.
- fixedFixed some weird floating props in Whiteroom.
- fixedFixed some Z-Fighting on one of the doorframes in red spawn.
- fixedFixed the black brushes in the main exit in blue spawn.
- fixedFixed the weird black brushes outside the play area on C.
- improvementAdjusted the pipe outside of the play area to visually fit the theme better on C.
- improvementChanged the woodplank to a ramp and extended the stairs on the porch to make movement more fluid around the area on B.
- improvementCorrected clipping outside Blue spawn's windows on A.
- improvementCorrected some incorrect textures in blue spawn.
- improvementCorrected some incorrect textures on B.
- revertedThe extended highground on B.
- revertedThe sentry porch on B.
- removedCollsion on decorative supports in Wishbone.
- removedCollision on decorative supports on A.
- removedCollision on decorative supports on B.
- removedCollision on decorative supports on C.
- removedThe bridge and fence on the hill on A.
- removedThe last few remaining metal beams on D.
- customMade both sniper perch windows taller to prevent sentries being able to "headglitch" on E.
- customCompiled with HDR and LDR lighting.
- improvementCorrected clipping.
- improvementBetter splash handling.
- improvementMore player friendly movement.
- improvementAdjusted props to help with both visibility and gameplay.