Difference between revisions of "Metalworks"

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(Changed developer URL to link to his steam user page.)
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'''{{Patch name|7|7|2016}} #1''' ([[Meet Your Match Update]])
 
'''{{Patch name|7|7|2016}} #1''' ([[Meet Your Match Update]])
 
* Metalworks was added to the game.
 
* Metalworks was added to the game.
 +
 +
'''{{Patch name|8|16|2016}}'''
 +
* Adjusted the height of the ceiling in the room behind the second control point.
 +
* Added some slight visual detail to various concrete rooms throughout (team color stripe).
 +
* Adjusted the height and width of various doors throughout the level. Mostly focused on primary paths into combat areas, with an eye towards standardizing door sizes where possible.
 +
* Fixed an angled playerclip brush above 2nd control point that players could surf on (thanks Photon).
 +
* Adjusted height of 'tank' in L room behind 2nd control point.
 +
* Moved two tall spotlights back into a clipping brush at mid to avoid very small collision issue (thanks Bilbert).
 +
* Adjusted some clipping issues by turning rooftop brushes into displacements/func_brushes throughout the map and disabling collision (thanks Bilbert).
 +
* Clipped off some glass windows at 2nd.
 +
* Added crate to cargo containers at mid, allowing scouts to get onto the highest cargo container.
 +
* Added props to the clipping ramp around the final control point to indicate collision.
 +
* Replaced brush fence on the platform in alley with a metal prop to solve an asymmetrical shadow bug (thanks Bilbert).
  
  
 
{{MeetYourMatch Update Nav}}
 
{{MeetYourMatch Update Nav}}
 
{{Maps Nav}}
 
{{Maps Nav}}

Revision as of 01:13, 17 August 2016

Metalworks
Cp metalworks b22 5.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Industrial
Setting: Night, cloudy
Map Overview
Metalworks overview.png

Metalworks is a symmetrical Standard Control Point map designed around a metal processing facility, taking place at night in an industrial setting. It was made an official map with the Meet Your Match Update.

Locations

Point 1/5

Metalworks' last points is made up of a bridge and several exits leading in to a building.

  • Bridge: The bridge runs next to the point, and connects the shutter with the spawn.
  • Spawn: The spawn opens up on to a large are behind the point, with a small ammo pack.
  • Shutter: The shutter separates last from the building.
  • Flanks: Both flanks lead into the building.

Points 2/4

This section of Metalworks is quite large, and encompasses a flank, building, and point.

  • Flank: The Flank connects the yard with the point, and contains a medium Health and Ammo pack and a very narrow chokepoint.
  • Bridge: The bridge runs along the point, and sits on top of a medium health and ammo pack, with a shutter and stair case leading to the building.
  • Point: The point leads into a room containing a small health and ammo pack, that is connected to the shutter room and one of the flank entrances to last.
  • Shutter Room: The shutter room contains a mid health pack, shutter door, and a flank entrance to last.
  • Drop Down: Connecting pipe room, yard, and second, drop down contains a small health and ammo kit.

Point 3

The center point is also very large and contains a lot of resources

  • Point: The point is in the middle of the mid, raised up on a spire and surrounded by bridges.
  • Choke: The choke connects pipe room and mid, with a stair case and bridge leading to the point.
  • Pipe Room: The pipe room contains a medium health and ammo pack and connects second and mid.
  • Yard: Yard separates mid and flank and has a medium health and ammo pack.

Update history

July 7, 2016 Patch #1 (Meet Your Match Update)

  • Metalworks was added to the game.

August 16, 2016 Patch

  • Adjusted the height of the ceiling in the room behind the second control point.
  • Added some slight visual detail to various concrete rooms throughout (team color stripe).
  • Adjusted the height and width of various doors throughout the level. Mostly focused on primary paths into combat areas, with an eye towards standardizing door sizes where possible.
  • Fixed an angled playerclip brush above 2nd control point that players could surf on (thanks Photon).
  • Adjusted height of 'tank' in L room behind 2nd control point.
  • Moved two tall spotlights back into a clipping brush at mid to avoid very small collision issue (thanks Bilbert).
  • Adjusted some clipping issues by turning rooftop brushes into displacements/func_brushes throughout the map and disabling collision (thanks Bilbert).
  • Clipped off some glass windows at 2nd.
  • Added crate to cargo containers at mid, allowing scouts to get onto the highest cargo container.
  • Added props to the clipping ramp around the final control point to indicate collision.
  • Replaced brush fence on the platform in alley with a metal prop to solve an asymmetrical shadow bug (thanks Bilbert).