Glasshouse

Glasshouse b4

maybe no steamrolls no more?

  • vent doesn't lead to the big lower sideroom - it leads instead to a small room before it, which is closed off from it
  • prop jumps on both lower rooms are mote tricky now
  • the stairs to the balconies above the lower rooms is closer to the team spawn
  • spawns are now at a highround - all spawn-to-courtyard routes are now goung downwards
  • respawn times change depending on the point count - the leading team has a longer respawn than the losing team
  • medium ammopacks in lower rooms and near balconies are now small
  • angled balcony window is no longer standable
  • 1 extra window on the balconies has a hole to shoot through. Too high for snipers tho.
  • renamed from "Reminder" to "Glasshouse"
  • detailing continued. Technically there should not be any dev textures left. Still, many places (spawns especially) are still just barren blocks
  • added soundscapes (need to be expanded on)
Simply more detailing. I was mailny working on blu transition area, red is still dev textures.

Besides that, the upper two-way doors to the balconies are now one-way - allowing only going to balconies. And some props on lower siderooms were readjusted, so that their parkour jumping is simillar.

I wanna take it slow, in case I will decide to redo something.
  • low siderooms' ramps are gone. There's a dropdown where they used to be. You can still prop jump through it, but it's not just walking on a ramp now.
  • added noBuilds around various bushes so that sentries won't be such menaces
  • changed some healthkits to be medium/small
  • added one ammopack/healthkit that should be symetrical, but wasn't
  • lowered some sections of the areas behind the main point again
  • ramp to the balconies was moved closer to the teams' spawns. They are also less spindly now
  • added some props in arch-corridors as cover
  • Started detailing/artpassing

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  • incresed the height of a entrance from spawn to main building (more highground for attackers going to the mid)
  • added medium health and ammo near the low archway (for more usage of that space)
  • the one-way door to the balconies are now two-way (the ramp leading to them may need a redo, but for now I want to see if it can just stay like that)
  • respawn wave time shortened from 3 to 2
  • glasspoint doors now go up
  • slight detailing added, mostly some textures.

some routes from spawn to mid may need a redo, to make sure that the team currently on mid doesn't just push on to the enemy's spawn. I'd like more back-and-forth, yet last time mostly the Blu team was in control (tho Tales was in Blu, if I remember, so that's something to keep in mind lol).

Otherwise, the map seems in quite a good shape. I think that the next version will now be a beta. It's a nice thought.
-widened the glasspoint's outer ring
-set the area near midentrance higher
-deleted the water from the lower rooms

I honestly don't know what to do now - that is, people don't really complain about much. Once someone said that the middle's low ground is not used. The other time someone said thet they are attacked from everywhere by everyone. But besides that, no one is complaining much about the routes themselves. I guess I'll ask for opinions about mid, and if nothing comes from it - I might actually just start detailing.

That would be strange for me. I've never come this far in making a map. But hey, we shall see.
  • made the middle pillar below the point into a room with healtkits and ammopacks. The hope is that the area might become more insentivising to go there
  • barricades are moved closer to the point. They also cover slightly more space
  • a small elevation was added on two opposite corners of the central location
  • bottom side rooms have water now. It's to prevent fall damage when falling from the vents
  • The Sniper/McDonald window was rotated so that sniper cannot park himself there and be a nuisance
  • added a vent to the right. It should allow for people to get around to the other side without the need to cross the middle
  • addet an inner ramp to the round battlements with a one-way door
  • rotated the glasspoint entrances by 45 degrees, hopefully to give more cover
  • removed some more obscuring foliage from the lower parts
  • added a side exit from spawn, in case of potential spawncamping
  • rightmost route was remade. Almost no one was using it before, now it's more connected to the other segments, while still allowing to go the "original" way. I hope so, at least.
  • Added red lights to the point when it's about to close. It was funny seeing people get stuck there repeatedly, but I thought it would be more obvious when's the time to gtfo. If flickering lights won't work, I don't know what will.
  • Various ramps readjusted
  • respawn time is now (properly) 3 seconds, not 10. I thought setting respawn time in tf_logic_player_destruction would work. Hammer decieved me.
  • The point has a nobuild now.
  • The point doors are opening down, not to the side
  • Stairs near the point are readjusted
  • side-parts near the point got expanded, hopefully to give more cover, but we shall see
  • outer point ring got widened.

The main thing that worries me now is if the layout makes one of the teams too dominant once in control of the point - first playtest was a red stomp. Dunno if it was team inbalance. Again, we shall see.