Glassworks

CP Glassworks RC7a

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RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Don't worry Crash, I'll save you the bother.

That was a really tense match you had there. The only thing I noticed is that second was really hard to confidently take, and I think partly because there was almost two seperate holds: one in the lobby and one behind point. That's probably not a bad thing, and I think it introduces variation to the "hold last, steamroll to other last, repeat" type stuff we see on maps like Badlands or Process in highlander.

I did notice though that snipers could really work the tunnel effectively then. I think there was one push out of last where red capped second and were effectively stopped moving out to mid by the sniper in the tunnel. Maybe consider moving the health and ammo in the tunnel just outside? Then there'd be some worth to spamming the sniper a little and forcing him to retreat to regain the tunnel.

I think if you really want to test the map to it's limits you should look for a team with a really strong sniper or combo, see whether the map grinds to a halt in the chokes. The flanks seemed to be used rarely, especially the tunnel under forward spawn, though that may just have been the camera angle.

Oh, and I was loving watching the window plays at mid. Never take that away. It seemed so useful for so many different classes in very different ways. <3

Finally, when it comes to detailing, remember to put a way for the trucks to get out of the map. Maybe under the forward spawn bridge?
 

Crash

func_nerd
aa
Mar 1, 2010
3,319
5,500
I can agree with a lot of that. I'm hopefully getting some higher ranked teams on it soon, so we'll see how that goes.

And I've already got a sand pit detail area planned for next to the first forward spawns that the trucks will be leading to. That's the "front gate" on either side of the map.
 

Crash

func_nerd
aa
Mar 1, 2010
3,319
5,500
Updated to Beta 1!

Beta 1-
Remade mid-second tunnels
Slightly raised up final capture time
Did a lot of detailing (tons left to do, though)
Adjusted a few health/ ammo placement and sizes
Fixed sticky bomb exploit from mid to second
Added nobuild on top of roof at second
Started dabbling in some proper lighting
More clipping tweaks
Fixed hitboxes on rock models using Block Bullets

Download links in OP along with new screenshots.
 
Last edited:

Crash

func_nerd
aa
Mar 1, 2010
3,319
5,500
Bonus screenshots not in OP:

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A86CB412E0C08AB80B9FD03D7800FADC3F328094


9CD0266A04F974DBC16D6D84D1054CE7C0CEE331


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A625AFF9C4682C1D41333728FC9815B9AC9AA886


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All textures are still WIP, some of them I'm not a fan of myself and will be changed.
 
Sep 7, 2012
638
500
There's something about your maps that screams "THIS WAS MADE BY CRASH AND NOT ANYONE ELSE" and I can't quite decide

a) what it is
and b) whether I like that or not.

But carry on doing cool things, it looks good!
 

Crash

func_nerd
aa
Mar 1, 2010
3,319
5,500
I actually started detailing a bunch more past B1 before I realized the models were missing, so I'm trying to wrap things up that I started for B2. One of those things I working on that building a bunch more!
 

Crash

func_nerd
aa
Mar 1, 2010
3,319
5,500
5-1-14
Beta 2-
Fixed missing models
Added more detailing
Added team colored patch overlays for most health/ ammo
Raised door height of smaller mid-second tunnel doors

Links for download in OP
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
799
Just a thought; some of your roofs look a little thick. I know for a fact that valve makes most of their roofs on a 2 or 4 unit grid for the height, and your's look like 8 or more. But if you would like these to be thicker then keep 'em that way. I'm just throwing it out there. I don't really think it looks bad its just slightly abnormal.
 

Crash

func_nerd
aa
Mar 1, 2010
3,319
5,500
Yeah that was something I noticed myself with this last update. The new roof I added (the one on the far right in the second picture) I switched to 4 units thick while everywhere else it's currently 8. I'll switch them all over to that for the next update, I think.
 

xzzy

aa
Jan 30, 2010
815
531
Thick roofs in beta are fine, it's a pain in the ass to experiment and move stuff around if random trimming is on a super tiny grid.
 

RedRumUGC

L1: Registered
Feb 16, 2013
18
35
Crash is getting ready for next weeks NA Platinum playtest. Two of the best Highlander teams going at it on his map! Glassworks has been making huge progress last few months. I can't wait for next week!