Difference between revisions of "Metalworks"
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− | '''Metalworks''' is a [[Control Point (game mode)#Symmetric| | + | '''Metalworks''' is a [[Steam Workshop|community-created]] [[Control Point (game mode)#Symmetric|Control Point]] map designed around a metal processing facility, taking place at night in an industrial setting. |
Metalworks was [https://steamcommunity.com/sharedfiles/filedetails/?id=454115745 contributed] to the [[Steam Workshop]], and was made an official map with the [[Meet Your Match Update]]. | Metalworks was [https://steamcommunity.com/sharedfiles/filedetails/?id=454115745 contributed] to the [[Steam Workshop]], and was made an official map with the [[Meet Your Match Update]]. |
Revision as of 22:14, 26 September 2023
Metalworks | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Industrial |
Setting: | Night, cloudy |
Map Overview | |
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, and was made an official map with the Meet Your Match Update.
Contents
Locations
Note: If you are having trouble with finding the locations listed here, you can scroll down to 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.
- Cp metalworks rc5 3.jpg
- Cp metalworks rc5 5.jpg
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.
- Cp metalworks rc5 2.jpg
Second Point
- Cp metalworks rc5 4.jpg
Flank
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.
- Cp metalworks rc5 1.jpg
- Cp metalworks rc5 6.jpg
Helpful overview
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
“Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Control point timing
Control Point | Multiplier | Seconds | ||
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Control Point 1 and 5 | ×1 |
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×2 |
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×3 |
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×4 |
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Control Point 2 and 4 | ×1 |
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×2 |
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×3 |
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×4 |
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Control Point 3 | ×1 |
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×2 |
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×3 |
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×4 |
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Update history
July 7, 2016 Patch #1 (Meet Your Match Update)
- Metalworks was added to the game.
- 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.
Gallery
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