Difference between revisions of "Metalworks"

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* Updated {{code|cp_metalworks}} to fix a texture problem.
 
* Updated {{code|cp_metalworks}} to fix a texture problem.
 
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== Bugs ==
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* It's possible to build in the first RED and BLU forward spawns.
  
 
== Gallery ==
 
== Gallery ==

Revision as of 15:31, 3 January 2024

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

Metalworks is a community-created Control Point map designed around 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

  • Point: The point is in the middle of the mid, 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.

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.
  • 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.

Control Points 1 & 5

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

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

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 Point 1 and 5 ×1
4 .000
×2
2 .667
×3
2 .182
×4
1 .920
Control Point 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.

Bugs

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

Gallery