Glassworks

CP Glassworks RC7a

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xzzy

aa
Jan 30, 2010
815
531
The map name requires it to be an actual glass factory.

Therefore the final CP has to be a huge beer bottle that is also a rocket.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Some WIP

3A30F252975057B065150AAD5C9F5A380D3FC73B


CF964188CC3ED6E5FF65B2C61E84D86A13404371


5AC92101352CC06B7868F4B1F70DB7DDB225951E


4A302A109D804CE01199A0C76558FD31D0618196


23AC8957AF317786E47F8B55F98661E1BE052D0F


3B229977DDE48F104AAAF5FA04E231A6FE4B331B


DE649A8748DAA66BD09BDA4160D6F035AA0DAA88


AF3B2812993140099A4C8A3B6BF33F3F01DCB885
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
I never actually understood what that corrugated iron prop is that you have on point 2. It's awfully helpful for blocking sightlines and all, but what on earth is it? Oh, and that wood in screenshot 3 is a weird colour.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
I resisted using them a few times on seconds new walls, but I'm thinking I'm going to have to use at least one over there. It just works too well. Hopefully the daylight will help.

And yeah I'll move that rock back. Definitely too far forward.
 
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Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Updated, download in OP

5-20-14
Beta 3-
Shrank doorways on mid building to reduce sniper sightlines.
Reduced a few other sightlines around mid.
Stretched final area back 256hu.
Adjusted on-capture spawn time adjustments, spawn times should not suck so hard now, especially when fighting is at final
TON of detailing. 99% of dev textures are now gone.
Big optimization pass.
Added experimental dead-end room at final.
Made roof above second steeper as an experiment.
Changed a window on mid to glass from wood.
Added lip to open window at mid
Adjusted displacement alpha painting.
Fixed mid air bullet strike green particles bug (lol)

I'll take some new screenshots tomorrow or something.
 
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xzzy

aa
Jan 30, 2010
815
531
CRITICAL ERROR, sign of noob mapper:

SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01.mdl)


Looks pretty good, there's some problems with the reflective floor in both of the bases where the reflections abruptly cut off. Pretty sure this is caused by misaligned lightmaps, something to double check down the road. The reflections look kind of bad anyways, maybe just pick a floor texture that doesn't shine.

I really don't like the cave that goes underground into the bases, it feels like too much of a run to do that little u-turn. Nothing wrong with it thematically, it just feels like an arbitrary mapper decision. I don't know how much leeway you have for adjusting that in terms of map balance but making it shorter would probably help.

CP 2 looks better with it centered on the control point.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Yeah I definitely plan on overhauling that tunnel. Plan on giving it the same treatment as the tunnels towards mid. I'll streamline them a bit when I do. I just haven't worked up the willpower to remake them yet.

And yeah that texture will get axed for B4.
 

SSX

aa
Feb 2, 2014
392
411
Oh the sexiness...glass is still sticking out the top though...
 
Apr 14, 2013
663
343
The arrow over the tunnel in the second to last screenshot just doesn't make sense to me. I know blu team should go left, but still it looks wierd, as if they shouldn't enter the tunnel at all. Maybe put the sign somewhere else? maybe on the rocks above the tunnel or on the building behind it?
Another thing that looks wrong to me, is the texture on the blue building inside the quarry in the last screenshot: I think it should have some concrete on it instead of corragated metal.
Other than that, from what I can tell by the screenshots, it looks good. I hope I'll find some time to play it soon.
 

xzzy

aa
Jan 30, 2010
815
531
Blue definitely shouldn't enter the tunnel, as that tunnel leads back into their base.

It does look a bit weird but in terms of gameplay it's more or less correct.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I'm not sure I like the light-brown wood beams combined with the blue sheet metal. That, and you should never have the beams on the outside of the building unless you're making a Tudor house.