Difference between revisions of "Steel"

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{{stub|Needs more detailed locations!}}
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{{Update|Reflect the changes made on the [[August 31, 2023 Patch]] in the locations sections and wherever else necessary}}
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{{Other uses|this=the map|Steel (disambiguation)}}
 
{{Map infobox
 
{{Map infobox
|game-type=Control Point
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  | map-status                = community
|file-name=cp_steel
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  | map-game-type             = Control Point (attack/defend)
|map-image=01 cpSteel 2.jpg
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  | map-file-name             = cp_steel
|developer=[http://steamcommunity.com/id/Fishbus Jamie "Fishbus" Manson]<br>[http://steamcommunity.com/id/irishtaxidriver Irish Taxi Driver]<br>[http://steamcommunity.com/id/FLOOR_MASTER FLOOR_MASTER]
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  | map-image                 = 01 cpSteel 2.jpg
 +
  | map-released              = {{Patch name|8|19|2008}}
 +
  | map-released-major        = Heavy Update
 +
  | map-environment          = Industrial
 +
  | map-setting              = Daylight, sunny
 +
  | map-hazards              = [[Environmental death#Pitfalls|Pit]], [[Environmental death#Rocket exhaust path|Rocket exhaust path]]
 +
  | map-pickups-health-small  = 3
 +
  | map-pickups-health-medium = 11
 +
  | map-pickups-health-large  = 4
 +
  | map-pickups-ammo-small    = 3
 +
  | map-pickups-ammo-medium  = 9
 +
  | map-pickups-ammo-large    = 5
 +
  | map-stamp-link            = https://steamcommunity.com/stats/TF2/leaderboards/30382
 
}}
 
}}
  
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{{Quotation|'''The Heavy'''|Defend here!|sound=Heavy helpmedefend01.wav}}
  
'''Steel''' is a complex Attack/Defense control point map, with some unique gameplay. Unlike most TF2 maps, capturing a control point modifies the layout of the map, opening and closing routes for each team. As a result, the offensive team has a wide variety of tactical choices around how they'd like to assault the final point. Unlike normal linear TF2 capture point maps, Steel allows the attacking team, BLU, to capture the final point no matter how many other points have been captured. However, the more points captured by BLU, the more ways they can get to the final capture point, E. Should they use Scouts and Soldiers to rush the final point with only the routes they start with? Should they go for the side control points and open up more routes to the final? Should they capture extra points to shut down the defender's routes? The many choices keep the map interesting for a long time, providing a wide variety of experiences in a game.
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'''Steel''' is a [[Steam Workshop|community-created]] [[Control Point (game mode)#Attack/Defend|Attack/Defend Control Point]] map added in the [[Heavy Update]]. Steel is one of many [[Custom maps|community maps]] added to the game by [[Valve]] as honorary official [[List of maps|maps]] due to their high quality.
  
Steel is one of the community maps chosen by [[Valve]] as honorary official [[maps]] due to their high quality.  
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Unlike most Control Point maps, capturing a [[Control Point (objective)|control point]] modifies the layout of the map, opening, and closing routes for each team. As a result, the offensive team has a wide variety of tactical choices to influence how they play, including:
 +
* Capturing A opens additional paths to B and E.
 +
* Capturing B moves [[RED]]'s spawnroom and also opens an additional route to C.
 +
* Capturing C extends bridges to E.
 +
* Capturing D blocks RED from easily reaching E, and extends guardrails on the bridges.
 +
 
 +
Unlike normal linear Control Point maps, Steel allows the attacking team, [[BLU]], to capture the final point, no matter how many other points have been captured. However, the more points BLU captures, the more ways they can access the final capture point, as well as pushing back the RED team's spawn and closing off their routes. One point and 3 minutes of time are awarded for each point captured. If E is captured, then the BLU team scores 5 points overall for the round, regardless of how many of the preceding points were captured.
  
 
== Introduction video ==
 
== Introduction video ==
 
{{youtube|DvptDY8ivtw}}
 
{{youtube|DvptDY8ivtw}}
 
== Goal ==
 
BLU must capture point E in order to win the round. Point E is always in play. BLU can capture it at any time. Capturing points A, B, C and D will make E easier to take!
 
 
Capturing A opens additional paths to B and E. Capturing B moves RED's spawnroom and also opens an additional route to C. Capturing C extends bridges to E. Capturing D blocks RED from easily reaching E, and extends guardrails on the bridges. Without the bridges, E cannot be reached by everyone. Watch out for the pit!
 
 
Note: in the event that [[BLU]] fails to capture E in time the missile in the E point room launches and it is advisable NOT to stand anywhere near it while it does.  Even being in the same room will get players from either team either sucked into the flames or the pit.
 
  
 
== Locations ==
 
== Locations ==
===BLU's Staging Area===
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{{HelpfulOverviewNote}}
A train station at the very bottom of the map. The base has three exits, two to Command Point A (one low and one high), and one to Command Point B. From spawn orientation, Point A is to the right and point B is to the left.
 
  
=== RED's Initial Spawn ===
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=== Spawn areas ===
A small room with exits leading to A, B and E. From spawn orientation, A is to the left, B is to the right and E is forward.
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* '''BLU Spawn''': A train station just north of RED's Initial Spawn. The base has three exits, two to Control Point A (one providing a straightforward route to the point and the other a ledge to drop down onto RED from behind), and one to Control Point B. From spawn orientation, Point A is to the right and point B is to the left.
 +
* '''RED Initial Spawn''': A small room with exits leading to A, B, and E. From spawn orientation, A is to the left, B is to the right and E is forward.
 +
* '''RED Second Spawn''': After BLU captures point B, RED is forced to spawn between points C and D. From spawn orientation, C is to the left, D is to the right and E is forward. After BLU captures point D, the exit to E is closed off.
  
=== RED's Second Spawn ===
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<gallery widths=150px heights=80px>
After BLU captures point B, RED is forced to spawn between points C and D. From spawn orientation, C is to the left, D is to the right and E is forward. After BLU captures point D, the exit to E is closed off.
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File:Cp steel0006.jpg|BLU's staging area
 +
File:Cp steel0005.jpg|RED's first spawn room
 +
File:Cp steel0007.jpg|RED's second spawn
 +
</gallery>
  
=== Capture Point A ===
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=== Control Point A ===
Point A is a shipping dock located directly to the left of RED's initial spawn. BLU is required to climb up a short hill to get to the point at the top, while a couple of walls prevent RED from directly firing at the point. The higher exit from BLU's base leads to the top of a wall. Capturing point A immediately opens a door to the right of the point leading to B, as well as a slow-opening door directly on the point that leads to D and E.
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* '''Shipping Dock''': Point A is a shipping dock located directly to the left of RED's initial spawn. BLU is required to climb up a short hill to get to the point at the top, while a couple of walls surrounding the point prevent RED from directly firing at the point. The higher exit from BLU's base leads to the top of a wall. Capturing point A immediately opens a door to the right of the point leading to B, as well as a slow-opening door directly on the point that leads to D and E. When captured, RED's spawn door to A becomes sealed.
  
=== Capture Point B ===
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<gallery widths=150px heights=80px perrow=5>
Point B is located to the right of RED's initial spawn and is partially protected by a small wall facing the RED spawn. There is only one path leading to B before A is captured, while capturing A opens up another. RED's entrance to point B leads into a small 2 story building with a window at the top that can shoot out onto the whole B area except for the closest half of point B.  Blue's spawn exit has a passageway off the side which leads to a small overlook and a shack that Snipers may use in attacking B.  To the left of point B and just off of the building in front of RED's spawn is a passageway that leads to point E and then a ledge in the C area. Capturing point B causes a door to slowly open to point C and also moves RED's spawn to the opposite side of point E.
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File:Cp steel0003.jpg|Control point A
 +
</gallery>
 +
=== Control Point B ===
 +
* '''Truck Yard''': Point B is located to the right of RED's initial spawn and is partially protected by a small wall facing the RED spawn. There is only one path leading to B before A is captured while capturing A opens up another. RED's entrance to point B leads into a small 2-story building with a window at the top that can shoot out onto the whole B area except for the closest half of point B.  BLU's spawn exit has a passageway off the side which leads to a small overlook and a shack that Snipers may use in attacking B.  To the left of point B and just off of the building in front of RED's spawn is a passageway that leads to point E and then a ledge in the C area. Capturing point B causes a door to slowly open to point C and also moves RED's spawn to the opposite side of point E.
  
=== Capture Point C ===
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<gallery widths=150px heights=80px perrow=5>
Point C is located on an elevated platform north of point B. The hill leading up from B spikes down into a canyon. Several large rocks provide cover from incoming fire on the B side. There are two sets of stairs to get onto C, one on the outside with no cover, and on to the right which is a small tunnel. RED has a choice of 2 doorways to defend from, one of which includes a small wall on the B side. Capturing C causes three bridges to extend to point E very slowly.
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File:Cp_steel0002.jpg|Control point B
 +
</gallery>
 +
=== Control Point C ===
 +
* '''Canyon''': Point C is located on an elevated platform north of point B. The hill leading up from B spikes down into a canyon. Several large rocks provide cover from incoming fire on the B side. There are two sets of stairs to get onto C, one on the outside with no cover, and one on to the right which is a small tunnel. RED has a choice of 2 doorways to defend from, one of which includes a small wall on the B side. Capturing C causes three bridges to extend to point E very slowly.
  
=== Capture Point D ===
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<gallery widths=150px heights=80px perrow=5>
Point D is located directly next to RED's second spawn, on the opposite side of C. A narrow hallway with a small ledge connects C and D, but one must travel in front of RED's back spawn. RED can also see anyone moving through this hallway by way of a window above their exit to point E, but the window is closed off when the exit is. Capturing D raises guardrails on the bridges and also seals off RED spawn's closest exit to E.
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File:Cp steel0001.jpg|Control point C
 +
</gallery>
 +
=== Control Point D ===
 +
* '''Storehouse''': Point D is located directly next to RED's second spawn, on the opposite side of C. A narrow hallway with a small ledge connects C and D, but one must travel in front of RED's back spawn. RED can also see anyone moving through this hallway by way of a window above their exit to point E, but the window is closed off when the exit is. Capturing D raises guardrails on the bridges and also seals off RED spawn's closest exit to E.
  
=== Capture Point E ===
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<gallery widths=150px heights=80px perrow=5>
Point E is located in the center of the base, on a small platform above a deep pit. At first, only Scouts, Soldiers, and Demomen can effectively reach it, but once C is captured, bridges appear and allow all classes to get to the point. Point E is available from the start of the round, but capturing all the other points can make E easier to capture.
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File:Cp steel0004.jpg|Control point D
 +
</gallery>
 +
=== Control Point E ===
 +
* '''Launch Pad''': Point E is located in the center of the base, on a small platform above a deep pit. At first, only Scouts, Soldiers, Demoman, and Pyros using the [[Detonator]], [[Scorch Shot]], or [[Thermal Thruster]] can easily reach it, but once C is captured, bridges appear and allow all classes to get to the point. Point E is available from the start of the round, but capturing all the other points makes E quicker to capture. If RED successfully defends E to the end of the round, the rocket above the point starts to blast off, pulling in and killing anyone caught in its exhaust path.
  
<gallery>
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<gallery widths=150px heights=80px perrow=5>
File:Cp steel0006.jpg|BLU's staging area
 
File:Cp steel0005.jpg|RED's first spawn room
 
File:Cp steel0007.jpg|RED's second spawn
 
File:Cp steel0003.jpg|Control point A
 
File:Cp steel0002.jpg|Control point B
 
File:Cp steel0001.jpg|Control point C
 
File:Cp steel0004.jpg|Control point D
 
 
File:Cp steel0000.jpg|Control point E
 
File:Cp steel0000.jpg|Control point E
 
</gallery>
 
</gallery>
  
 +
== Helpful overview ==
 +
[[File:Steel overview with lines.png|left|Steel's key locations|500px]]
 +
<big>1.Hill
 +
2.Cliffs
 +
3.Shipping Dock
 +
4.Storehouse
 +
5.Canyon
 +
6.Rocks
 +
7.Truck Yard
 +
8.Narrow Building
 +
9.Wooden Building
 +
10.Launch Room</big>
 +
 +
{{clr}}
 +
== Strategy ==
 +
{{map strategy link|Steel|main=yes|stub=yes}}
 +
 +
== Control Point timing ==
 +
{{Control Point Timing/Official Map | ROWS = 5}}
  
== Common strategies ==
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== Update history ==
*In the event that [[RED]] is pushed back to Point D and Point E, it is advised that RED be ready to defend attacks from behind and defend Point D as well. This happens frequently as the more RED control points there are, the more thinly stretched RED becomes.
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{{Update history|
 +
'''{{Patch name|8|19|2008}}''' ([[Heavy Update|A Heavy Update]])
 +
* Added Steel to the game.
  
*After capturing Point A, send a three Scout rush through the open door to point E while the rest of your team attack Point B. The Scouts need to place themselves on the edges of the point to prevent a single rocket removing them. Check the point for stickies before jumping onto it.
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'''{{Patch name|12|21|2010}}'''
 +
* Fixed Steel not loading properly, as it would return the user to the Main Menu instead.
  
*Defenders should always have point E protected by a [[Sentry Gun]] or sticky bombs; never leave it unattended after point A is captured.
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'''{{patch name|1|26|2012}}'''
 +
* Localized the team goal strings
  
*The windows by point A serve is a vantage point to E, they can be used to eliminate any Sentry Guns defending E or as a sniping spot.
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'''{{Patch name|7|10|2013}}'''
 +
* Fixed players blocking Blu's spawn exit door leading to capture point B
 +
* Fixed collision on ledge near capture point B
 +
* Players can no longer build inside Red spawn room.
 +
* Blu spawn point over grate removed.
  
*When attackers are focusing on B or C defending Pyros can easily get behind enemy lines and ambush with the [[Backburner]].
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'''{{Patch name|7|12|2023}} #1''' ([[Summer 2023 Update]])
 +
* Prop collision cleanup and improved player clipping
 +
* Explosive splash bug collisions on stairs, props, etc., around the map
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* Spawn point issues (collision, prop blocking, clipping, etc.)
 +
* Fix [[Pyro]] door exploit on A
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* Fix choke and spam issues into [[BLU|Blu]] &amp; [[RED|Red]] spawns
 +
* Fix Pixel walk collision issues
 +
* Fixing ceiling clipping and stuck spots including exploits
 +
* Clean up geometry in spawns, the spawn locations and their exits
 +
* Fix roof readability issues, with [[Jumping|sticky and rocket jumping]]
 +
* Fix rare double death bug when falling into pit
 +
* Fix Cliff stuck spots and ledges in E pit
 +
* Removed head glitch tele spawn on A-B connector
 +
* Fix rare Overtime cap bug
 +
* Fix Red team getting stuck in spawn door to A
  
*While attacking A, some of BLU can use Scouts to cap E as a distraction.
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'''{{Patch name|7|20|2023}} #1'''
 +
* More blockbullet /clipbrush{{sic}} swaps where needed
 +
* Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
 +
* Fixed more small unnecessary prop collision/clip removals
 +
* Fixed blatant texture misalignment
 +
* Addressed perch spot outside Red spawn on wood beam
 +
* Closed some accidental holes in geometry
 +
* Additional fixes to a sticky/shooting exploit through and under Red's E platform area
 +
* Increased pit damage to kill some certain class loadouts in a single trigger
 +
* Moved Blu spawns forward a little to previous distance
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* Extended projectile blocker brush along the top side of the Blu spawn building's roof
 +
* Fixed Sniper sightline into Red's first spawn points from E
  
*When attacking A, an [[Engineer]] can build a [[Teleporter]] behind B or at C so if A is capture it can be used for ambushing and flanking.
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'''{{Patch name|7|25|2023}}'''
 +
* Fixed missing glass from bullet blocked windows
 +
* Removed some more ceiling light collisions
 +
* Improved clipping around B -> C building
 +
* Small safety improvement to Blu flank balcony to B
 +
* Some extra block bullets around B floor
  
*The pipes and platform beneath E can be traveled down and built on. This is a useful spot for a sentry as it can cover the catwalks to the point.
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'''{{Patch name|8|31|2023}}'''
 +
* Added additional clipping where needed
 +
* Fixed some windows clip and trip spots
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* Adjusted Red respawn base times to not go over 10 (could get to 11 and 12)
 +
* Capture point HUD layout now matches its map kin ([[Gravel Pit|Gravelpit]]{{sic}} and Sulfur)
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* Updated map menu images to the present day (1970)
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* Reduced one-way door speed to stop ejecting players into orbit
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* Rebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential camping
 +
* Fixing some props that fade too early
 +
* Moved medium healthpack to the side between D-&gt;E to avoid accidental pickups
 +
* Reduced speed of handrail deployment so it doesn't overtake the bridges in the rare case that Blu captures C and D in quick succession
 +
}}
  
== Control Point Timing ==
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== Bugs ==  
{{Control Point Timing/Official Map | ROWS = 5}}
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* If an [[Engineer]] builds a Dispenser in front of the supply locker in BLU spawn, and any class switches their loadouts to completely different weapons, the player goes into [[Civilian]] mode. This also can be done on [[Frontier]].
 +
** Additionally, if a Heavy changes his melee weapon while standing inside the Dispenser while equipping the [[Buffalo Steak Sandvich]], they are left with no melee weapon. If the Steak Sandvich is eaten, the Mini-Crits are granted to the Heavy's [[Minigun]] instead. This can also be done on [[Frontier]].
 +
* If a player attempts to go on the Launch Pad while one of the bridges is extending, they may be caught between the bridge and the control point, resulting in them being pushed inside the point. Being inside the control point counts as defending it on RED team, and counts as capturing it on BLU.
 +
* It's possible to build on the higher level of the BLU spawn.
  
 
== Trivia ==
 
== Trivia ==
*The doors that open after A is captured aren't entirely sealed when closed, allowing [[Pyros]] to get behind it and flame through them.
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* The initials of Jamie "Fishbus" Manson, the map's designer, can be found in one of the upper rooms overlooking point E. It can only be reached with the noclip command.
*Currently, every single class can get to control point E when the bridges aren't lowered. However, they will need speed or height altering abilities such as [[double jumping]], [[sticky jumping]], [[rocket jumping]], the [[Eyelander]] or the [[GRU]]. [[Engineers]] can help teammates jump on E by building a [[teleporter]] on the edge on the other side, and because Teleporters are solid to friends and foes alike, 100% speed classes will be able to make the jump.
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* The increasing advantages awarded to the BLU team for capturing point A through to D were inspired by the Unreal Tourament 2004's assault map AS-Convoy and the side objectives that made it easier to attack the final objective.<ref>[https://youtu.be/1mPUhSNDFjA Creator] confirming it on stream. Original clip [https://clips.twitch.tv/SpinelessCovertWaterBudStar-k03Ot9cB0wyL_FKG here].</ref>
  
 +
== Gallery ==
 +
<gallery>
 +
File:CP Steel JM Signature.png|The map designer's initials above point E.
 +
</gallery>
  
== Previous Changes ==
+
== References ==
*After the [[Australian Christmas]] Update, Steel did not load, instead returning the user to the Main Menu. This has since been fixed in the [[December 21, 2010 Patch]]
+
<references />
  
 +
{{Heavy Update Nav}}
 +
{{Maps Nav}}
  
{{Maps nav}}
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[[Category:Quickplay maps]]

Latest revision as of 22:45, 18 July 2024

This article is about the map. For other uses, see Steel (disambiguation).
Steel
Steel Main.png
Basic Information
Map type: Attack/Defend
File name: cp_steel
Released: August 19, 2008 Patch
(Heavy Update)
Developer(s): Jamie "Fishbus" Manson
Dan "Irish Taxi Driver" Merboth
FLOOR_MASTER
Map Info
Environment: Industrial
Setting: Daylight, sunny
Hazards: Pit, Rocket exhaust path
Map Items
Healthico.png Health Kits: Smallhealth.png ×3  •  Mediumhealth.png ×11  •  
Largehealth.png ×4
Ammoico.png Ammo Boxes: Smallammo.png ×3   •   Mediumammo.png ×9   •  
Largeammo.png ×5
Map Photos
Loading screen photos.
Map Overview
Steel overview.png
Map Stamp
Item icon Map Stamp - Steel.png
Supporters Leaderboard
Defend here!
The Heavy

Steel is a community-created Attack/Defend Control Point map added in the Heavy Update. Steel is one of many community maps added to the game by Valve as honorary official maps due to their high quality.

Unlike most Control Point maps, capturing a control point modifies the layout of the map, opening, and closing routes for each team. As a result, the offensive team has a wide variety of tactical choices to influence how they play, including:

  • Capturing A opens additional paths to B and E.
  • Capturing B moves RED's spawnroom and also opens an additional route to C.
  • Capturing C extends bridges to E.
  • Capturing D blocks RED from easily reaching E, and extends guardrails on the bridges.

Unlike normal linear Control Point maps, Steel allows the attacking team, BLU, to capture the final point, no matter how many other points have been captured. However, the more points BLU captures, the more ways they can access the final capture point, as well as pushing back the RED team's spawn and closing off their routes. One point and 3 minutes of time are awarded for each point captured. If E is captured, then the BLU team scores 5 points overall for the round, regardless of how many of the preceding points were captured.

Introduction video

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.

Spawn areas

  • BLU Spawn: A train station just north of RED's Initial Spawn. The base has three exits, two to Control Point A (one providing a straightforward route to the point and the other a ledge to drop down onto RED from behind), and one to Control Point B. From spawn orientation, Point A is to the right and point B is to the left.
  • RED Initial Spawn: A small room with exits leading to A, B, and E. From spawn orientation, A is to the left, B is to the right and E is forward.
  • RED Second Spawn: After BLU captures point B, RED is forced to spawn between points C and D. From spawn orientation, C is to the left, D is to the right and E is forward. After BLU captures point D, the exit to E is closed off.

Control Point A

  • Shipping Dock: Point A is a shipping dock located directly to the left of RED's initial spawn. BLU is required to climb up a short hill to get to the point at the top, while a couple of walls surrounding the point prevent RED from directly firing at the point. The higher exit from BLU's base leads to the top of a wall. Capturing point A immediately opens a door to the right of the point leading to B, as well as a slow-opening door directly on the point that leads to D and E. When captured, RED's spawn door to A becomes sealed.

Control Point B

  • Truck Yard: Point B is located to the right of RED's initial spawn and is partially protected by a small wall facing the RED spawn. There is only one path leading to B before A is captured while capturing A opens up another. RED's entrance to point B leads into a small 2-story building with a window at the top that can shoot out onto the whole B area except for the closest half of point B. BLU's spawn exit has a passageway off the side which leads to a small overlook and a shack that Snipers may use in attacking B. To the left of point B and just off of the building in front of RED's spawn is a passageway that leads to point E and then a ledge in the C area. Capturing point B causes a door to slowly open to point C and also moves RED's spawn to the opposite side of point E.

Control Point C

  • Canyon: Point C is located on an elevated platform north of point B. The hill leading up from B spikes down into a canyon. Several large rocks provide cover from incoming fire on the B side. There are two sets of stairs to get onto C, one on the outside with no cover, and one on to the right which is a small tunnel. RED has a choice of 2 doorways to defend from, one of which includes a small wall on the B side. Capturing C causes three bridges to extend to point E very slowly.

Control Point D

  • Storehouse: Point D is located directly next to RED's second spawn, on the opposite side of C. A narrow hallway with a small ledge connects C and D, but one must travel in front of RED's back spawn. RED can also see anyone moving through this hallway by way of a window above their exit to point E, but the window is closed off when the exit is. Capturing D raises guardrails on the bridges and also seals off RED spawn's closest exit to E.

Control Point E

  • Launch Pad: Point E is located in the center of the base, on a small platform above a deep pit. At first, only Scouts, Soldiers, Demoman, and Pyros using the Detonator, Scorch Shot, or Thermal Thruster can easily reach it, but once C is captured, bridges appear and allow all classes to get to the point. Point E is available from the start of the round, but capturing all the other points makes E quicker to capture. If RED successfully defends E to the end of the round, the rocket above the point starts to blast off, pulling in and killing anyone caught in its exhaust path.

Helpful overview

Steel's key locations
1.Hill
2.Cliffs
3.Shipping Dock
4.Storehouse
5.Canyon
6.Rocks
7.Truck Yard
8.Narrow Building
9.Wooden Building
10.Launch Room

Strategy

Main article: Community Steel strategy

Control Point timing

Control Point Multiplier Seconds
Control Point A ×1
32 .000
×2
21 .333
×3
17 .455
×4
15 .360
×5
14 .015
Control Point B ×1
32 .000
×2
21 .333
×3
17 .455
×4
15 .360
×5
14 .015
Control Point C ×1
36 .000
×2
24 .000
×3
19 .636
×4
17 .280
×5
15 .766
Control Point D ×1
36 .000
×2
24 .000
×3
19 .636
×4
17 .280
×5
15 .766
Control Point E ×1
70 .000
×2
46 .667
×3
38 .182
×4
33 .600
×5
30 .657


Update history

August 19, 2008 Patch (A Heavy Update)
  • Added Steel to the game.

December 21, 2010 Patch

  • Fixed Steel not loading properly, as it would return the user to the Main Menu instead.

January 26, 2012 Patch

  • Localized the team goal strings

July 10, 2013 Patch

  • Fixed players blocking Blu's spawn exit door leading to capture point B
  • Fixed collision on ledge near capture point B
  • Players can no longer build inside Red spawn room.
  • Blu spawn point over grate removed.

July 12, 2023 Patch #1 (Summer 2023 Update)

  • Prop collision cleanup and improved player clipping
  • Explosive splash bug collisions on stairs, props, etc., around the map
  • Spawn point issues (collision, prop blocking, clipping, etc.)
  • Fix Pyro door exploit on A
  • Fix choke and spam issues into Blu & Red spawns
  • Fix Pixel walk collision issues
  • Fixing ceiling clipping and stuck spots including exploits
  • Clean up geometry in spawns, the spawn locations and their exits
  • Fix roof readability issues, with sticky and rocket jumping
  • Fix rare double death bug when falling into pit
  • Fix Cliff stuck spots and ledges in E pit
  • Removed head glitch tele spawn on A-B connector
  • Fix rare Overtime cap bug
  • Fix Red team getting stuck in spawn door to A

July 20, 2023 Patch #1

  • More blockbullet /clipbrush(sic) swaps where needed
  • Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
  • Fixed more small unnecessary prop collision/clip removals
  • Fixed blatant texture misalignment
  • Addressed perch spot outside Red spawn on wood beam
  • Closed some accidental holes in geometry
  • Additional fixes to a sticky/shooting exploit through and under Red's E platform area
  • Increased pit damage to kill some certain class loadouts in a single trigger
  • Moved Blu spawns forward a little to previous distance
  • Extended projectile blocker brush along the top side of the Blu spawn building's roof
  • Fixed Sniper sightline into Red's first spawn points from E

July 25, 2023 Patch

  • Fixed missing glass from bullet blocked windows
  • Removed some more ceiling light collisions
  • Improved clipping around B -> C building
  • Small safety improvement to Blu flank balcony to B
  • Some extra block bullets around B floor

August 31, 2023 Patch

  • Added additional clipping where needed
  • Fixed some windows clip and trip spots
  • Adjusted Red respawn base times to not go over 10 (could get to 11 and 12)
  • Capture point HUD layout now matches its map kin (Gravelpit(sic) and Sulfur)
  • Updated map menu images to the present day (1970)
  • Reduced one-way door speed to stop ejecting players into orbit
  • Rebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential camping
  • Fixing some props that fade too early
  • Moved medium healthpack to the side between D->E to avoid accidental pickups
  • Reduced speed of handrail deployment so it doesn't overtake the bridges in the rare case that Blu captures C and D in quick succession

Bugs

  • If an Engineer builds a Dispenser in front of the supply locker in BLU spawn, and any class switches their loadouts to completely different weapons, the player goes into Civilian mode. This also can be done on Frontier.
    • Additionally, if a Heavy changes his melee weapon while standing inside the Dispenser while equipping the Buffalo Steak Sandvich, they are left with no melee weapon. If the Steak Sandvich is eaten, the Mini-Crits are granted to the Heavy's Minigun instead. This can also be done on Frontier.
  • If a player attempts to go on the Launch Pad while one of the bridges is extending, they may be caught between the bridge and the control point, resulting in them being pushed inside the point. Being inside the control point counts as defending it on RED team, and counts as capturing it on BLU.
  • It's possible to build on the higher level of the BLU spawn.

Trivia

  • The initials of Jamie "Fishbus" Manson, the map's designer, can be found in one of the upper rooms overlooking point E. It can only be reached with the noclip command.
  • The increasing advantages awarded to the BLU team for capturing point A through to D were inspired by the Unreal Tourament 2004's assault map AS-Convoy and the side objectives that made it easier to attack the final objective.[1]

Gallery

References

  1. Creator confirming it on stream. Original clip here.