Glassworks

CP Glassworks RC7a

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RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
I really wanna see that Platinum test. Sounds awesome <3 Could you spill the beans on what competitive players have been calling various areas? Any silly names like Sunshine's Legoland or Escher?
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
I don't think it's that OP. Sure the sentry can see a lot, but it's also visible way outside of the range in the porch of the other team's building, where they'd naturally be holding anyway.

If the engie uses the wrangler, it'd be easy to flank from below and take him and the sentry out. I'd compare it to putting one on the balcony in badlands, or on top of the train bed. Plus I'm always in favour for strong flanks.

Also, haven't you converted the tunnel into underground last into the dustbowl style? Get on it!

In my opinion, for this map to get into regular rotation, it needs to beat Gullywash - because they always swap out maps for whatever works similarly. This map already does the strong second hold that Gullywash has. So now you need to make it easier to take and push out of last than Gullywash, which is the problems that map had.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
I'm just not a fan of how the sentry floats on the edge there, and it gives it a brutal top-down view of anyone coming through the under pass. Just a small little nobuild to keep it back a bit.

And those tunnels are next! Just didn't have time to do them yet!

I realized I made a mistake with spawn times so when second is captured it's taking away time from the attackers and adding time to the defenders, when I intended to take away a bit of time from both. Fixing spawn times is going to help a lot of issues I think.

Also I'm going to be extending the final room back by about 256 units or so to give it more room to breathe and move it a tiny bit further from second.

It's encouraging that after a big test like that my only changes are minute tweaks.
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
It's encouraging that after a big test like that my only changes are minute tweaks.

Hell, especially when you screw up something like spawntimes. :p Also, have you decided what the glass cylinder is going to be yet? You need to think about that shortly...

Just did a little research, and I've found these:
3bd2767eb7a7e8fffff85d1d4355564.jpg

They're what actual glassworks had up to and including the period that TF2 is set in. Major points for accuracy, minus several hundred for looking really, really unlikely and stupid. But hey, he who lives in a glass map should not throw stones.

Actually, that's a really good point: This map needs some actual things in it. There's almost no indication that this place is an industrial centre at all.

EDIT: Or you could put a gigantic bong on it. #smokeweederryday
 
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RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Awww yeah! How It's Made! Man, that's my childhood there. I was reaaaally nerdy. Like srs.

I was actually thinking of using the tower to replace the glass centrepiece you have currently. But again, no one else would actually know what it is and think that it's a weird brick cone.
 
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xzzy

aa
Jan 30, 2010
815
531
Drop in a giant rocket prop, presto, the solution to every TF2 finale ever.


Bombs are totally original though.
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
That was always the problem with Fastlane and Yukon: no actual thematic tie-in. Fastlane was so non-specific it did nothing but that rocket. Glassworks isn't poopy like Fastlane and Yukon, so you need something that's not poopy! :rolleyes:
 

SSX

aa
Feb 2, 2014
392
411
Maybe have a payload bomb over the final point?