CP Glassworks rc6a

Crash

  1. Crash

    aa Crash func_nerd

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    Subscribe on the workshop!

    5CP map designed for Highlander and standard pub gameplay.

    BZ2 for server owners
    Backup Download

    Thanks to:
    PMAvers and the Penny Arcade community for hosting/ testing every version of this with me!
    All the UGC teams (ET, dK, gR, PvP, IFA, ShM, spIro, .knd, -TD-, and everyone else I'm missing!) that have tested the map and provided me AMAZING feedback.
    Aly for the feedback and suggestions, as well as the awesome custom props.
    Bloodhound for the detailed feedback/ exploit checking.
    ScarF4ce for the detailed feedback/ encouragement.
    The TF2Maps community for providing an excellent feedback and hosting resource.
    My Youtube subscriber nerds for geeking out over my update videos with me and motivating me to keep working on the map!
    Everyone else who has given me constructive feedback or just taken a look at the map and let me know what they think
    YOU for looking at this right now.

    Custom Assets:
    Borneo Flowers by Heyo
    Rusto Bulldozer by Gigazell, Ertz
    Crash Construction overlay by me
    Blu team color metal recolored by me
    Team colored glass recolored by me
    Doomsday device, crystals, and roller conveyors created by Aly
    Pinetree skybox rescales by SiniStarR





    If you need to get a hold of me about the map, contact me either in this thread, via Steam, or my Youtube channel.
     
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    Last edited by a moderator: Aug 29, 2015
  2. BlazrM4N

    BlazrM4N L1: Registered

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    Amazingly Beautiful.
     
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  3. Bakscratch

    aa Bakscratch Finisher of Maps

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    Looks really good but the displacement to me looks a little off.
     
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  4. All-Star

    All-Star L1: Registered

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    That looks amazing!
     
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  5. Crash

    aa Crash func_nerd

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    Yeah I need to redo them. I copied some of them right out of cp_crash_72 and ended up squeezing them and doing other various stupid things to them to get them to fit properly.
     
  6. Bakscratch

    aa Bakscratch Finisher of Maps

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    Ah, I really do like the layout the new 2nd and last points look at lot cleaner now, nice variation in heights
     
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  7. Crash

    aa Crash func_nerd

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    We imp. tested it last night and CP 2's spire turned out to a bit too confined and small, however, so that will be something I'll work on for A2. Mid also needs something else to it, not sure what exactly yet.
     
  8. Crash

    aa Crash func_nerd

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    Updated to A2

    [​IMG]

     
    Last edited: Sep 26, 2013
  9. Crash

    aa Crash func_nerd

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    So I'm working on an update for this and I've gotten the feedback a few times that the forward spawn doors are always unlocked. Isn't this common in 5CP maps? I know badlands always has the forward spawn door unlocked and that's what I was emulating there.

    Is this bad?
     
  10. ScorpioUprising

    aa ScorpioUprising

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    badlands is the only 5cp that actually has the first forward respawn open. Other than that, every single other one is one way.

    In terms of balance, if you have a forward spawn door near or with a sightline to a point, it becomes super easy to get health back every time someone pushes. The only reason badlands gets away with this is because the layout is super crazy, and they have to put a pretty severe limit on visibilty from spire to flank.

    Additionally, I even think you could close that door up and the map would actually be improved. Maybe even put a small health pack up in the building there next to the small ammo, and you have a pretty viable flank push, as opposed to getting destroyed by a soldier who hangs out near the door blocking any flank attempt for days.
     
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    Last edited: Dec 18, 2013
  11. Nerdbot

    Nerdbot L7: Fancy Member

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    As far as I remember Badlands is more the exception to the rule. Well used to also have unlocked forward spawn doors but they changed that in the summer update. I'd think it really goes on a case-by-case basis.
     
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  12. Crash

    aa Crash func_nerd

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    Hah, of course the one I checked to confirm my beliefs was the exception!

    Well I adjusted the health a bit for that area and I'll give it a test before making the doors one-way only for another version, depending on how it goes.
     
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  13. Crash

    aa Crash func_nerd

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    Glassworks A3 (BZ2)

    I said screw it and made them one way doors anyway.
     
  14. Crash

    aa Crash func_nerd

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    Anyone have any additional feedback besides what I got in game?
     
  15. Crash

    aa Crash func_nerd

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    Alpha 4 released

    Downloads in OP

    Latest overview
    [​IMG]

    Door change:
    [​IMG]
     
  16. Crash

    aa Crash func_nerd

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    A5 Released. Downloads in OP.

     
  17. Crash

    aa Crash func_nerd

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  18. RubbishyUser

    RubbishyUser L7: Fancy Member

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    Video changelogs > text changelogs, that's for certain. I noticed a lot of those ramps looked a bit 1:1 - will that change in future versions? Nobody likes steep stairs...
     
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  19. Crash

    aa Crash func_nerd

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    I don't think anything is steeper than 1:2

    edit: Actually there is that one ramp between first and second, I'm not quite 100% on what's happening with that yet.
     
    Last edited: Mar 22, 2014
  20. Crash

    aa Crash func_nerd

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    The Youtuber Gasoline Based just posted an overview of this map, flying around and explaining how he sees the map and some of the strategies he used in a few lobby games he played on it:

    http://www.youtube.com/watch?v=G9klN2glfig
     
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