Metalworks

From Team Fortress Wiki
Jump to: navigation, search
Metalworks
Cp metalworks.png
Basic Information
Map type: Control Point
File name: cp_metalworks
Released: July 7, 2016 Patch
(Meet Your Match Update)
Developer(s): Ian "Scorpio Uprising" Cuslidge
Map Info
Environment: Industrial
Setting: Night, cloudy
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×4  •  Mediumhealth.png ×8
Ammoico.png Ammo Boxes: Smallammo.png ×4   •   Mediumammo.png ×12
Map overview
Metalworks overview.png
Map Stamp
Backpack Stamp Metalworks.png
Supporters Leaderboard

Metalworks is a community-created Control Point map added with the Meet Your Match Update. It is set in a metal processing facility, taking place at night in an industrial setting.

Metalworks was contributed to the Steam Workshop.

Locations

Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.

Control point 3

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

  • Central Point: The point is in the middle of the map, raised up on a spire and surrounded by bridges.
  • Choke: The choke connects the pipe room and mid, with a staircase 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.
  • Third Spawn: Located in the Yard preceding the point is a small hut housing the Third Spawn. It becomes available once a team captured the 2nd/4th point and it does not have a resupply cabinet.

Control 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 with the point, and sits on top of a medium health and ammo pack, with a shutter and staircase leading to the building.
  • Second/fourth 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.
  • Second Spawn: Located next to the point is the second spawn, which becomes available once a team captured the central point. It also does not have a resupply cabinet.

Control points 1 & 5

Metalworks's last point is made up of a bridge and several exits leading into the Main Building.

  • Main Building: Separating the 2nd/4th points from the 1st/5th points is a large building with multiple entrances and exits.
    • Shutter: The shutter is the main exit/entrance into the building from the 1st/5th point's side.
    • Choke: An alternative entrance to the Main Building from last/first. Located to the left of the Shutter when viewed from the attacker's point of view.
  • Walkway: The Walkway runs next to the point, and connects the Shutter with the spawn.
  • First Spawn: The initial spawn opens up onto a large area behind the point, with a small ammo pack.
  • Front Yard: The area in front of the initial spawn, separating it from the final/first point.

Helpful overview

Metalworks's locations
1.Bridge (And the central point too)
2.Choke
3.Pipe Room
4.Yard
5.Flank
6.Bridge
7.Main building
8.Another bridge
9.Front yard
Red/blue diagonal lines: Red/Blu first spawn
Red/blue double diagonal lines: Red/Blu second spawn
Red/blue double diagonal lines w/ a circle: Red/Blu third spawn
Red circle: Middle/third point
Yellow circles: Second/fourth points
Green circles: First/fifth points

Strategy

Main article: Community Metalworks strategy

Control point timing

Control Point Multiplier Seconds
Control Points 1 and 5 ×1
4 .000
×2
2 .667
×3
2 .182
×4
1 .920
Control Points 2 and 4 ×1
16 .000
×2
10 .667
×3
8 .727
×4
7 .680
Control Point 3 ×1
20 .000
×2
13 .333
×3
10 .909
×4
9 .600


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).

December 21, 2016 Patch (Smissmas 2016)

  • Updated cp_metalworks to fix a texture problem.

May 22, 2026 Patch

  • Fixed various collision issues across the map
    • Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry
  • Changed the level geometry at last to have more consistent collision
    • While there are small gaps and holes in the windows/doors of the new bunker and the stack of wood/chickenwire, they are covered with bullet block to prevent collision issues
  • Changed the way shadows work on certain walls throughout the map to prevent shadows leaking through
  • Redesigned the second forward spawn for both teams. The spawn has now moved back and into a larger hut structure in the yard before the second control point.
  • Increased the door size of the first forward spawn
  • The various small door brushes throughout the map have been turned into func_brushes and have had collision turned off so they don't catch splash
  • Made adjustments to the truck ramp at middle. The ramp is now a displacement, which should catch splash damage correctly and allow player to walk up to the wall cleanly.
  • Changed the collision around the very tall light poles throughout the map. Players should no longer get caught on them while in midair (but they still can't land on top of them).
  • Fixed a section of displacement where players could get stuck in the ground
  • Slight visual tweaks throughout the level

Bugs

  • It's possible to build in the first RED and BLU forward spawns.

Gallery