Glassworks

CP Glassworks RC7a

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EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
kqUD50t.jpg


0m430j7.jpg

That already looks way more intuitive.
 

SSX

aa
Feb 2, 2014
392
411
May I suggest using a different brick texture outside? It'd give it would make it pop a bit more.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
536
Yay :3
But PLEASE KEEP THE SEWER. Personally, I felt like the map design was nice and tight on purpose. I would find it nice if you kept it fairly similar to how it was originally, just with the easy shutter door access.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Yay :3
But PLEASE KEEP THE SEWER.
The sewer's still going to be there. The tunnel isn't. I personally like that the tunnel's gone. It always felt pretty messy.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
536
The drop down is going to become the main route into the basement now. But I'm going to widen it so it's a bit easier/ more intuitive to use.

I still feel like it the route should continue to directly feed into the sewers, it just sorta feels like A: The sewers feels EVEN MORE cramped, and B: I would forget to do down it 80% of the time, which is a real shame given the effort you put into it.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
B: I would forget to do down it 80% of the time, which is a real shame given the effort you put into it.
The drop down will probably be in pretty full view when you enter through the new entrance, so I don't think that will be too big of an issue.
 

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
I just played with it like that on a test build on a full server, it plays exactly like I was hoping it would, just need a few tweaks and RC3 should be ready.

CHVmgGw.jpg


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Lighting still needs adjustments. I'm getting some weird shadows on the walls I need to fix up.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
533
802
That new room gives it a kind of gorge or badlands feel to it. I really like it.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Seeing as the tunnel isn't there anymore, why not add a small detail area into the basement which gives a peek into the mine?
 

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
Seeing as the tunnel isn't there anymore, why not add a small detail area into the basement which gives a peek into the mine?

That is definitely the plan! Probably going to try to clean things up and add that in this weekend. I want to get RC3 out here as soon as I can so I can get the new changes tested thoroughly. I'm curious if it affects roll outs at all.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Should have called it cp_pipeworks.
 

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
Update! Downloads in OP along with all new screenshots!

Release Candidate 3-
Removed mineshaft tunnel to basement
Added new structure connecting to lower lobby where the tunnel used to be
Widened drop down opening to basement
Replaced side doors of mid shack with smaller open windows
Widened/ raised 2nd to Mid main route doorways quite a bit
Added more detailing around map, especially lobby areas
Another big optimization pass, fine tuned using occluders
Removed doubled up main shutter door props/ entities (!)
Shifted sun angle slightly to fix a few shadowing issues
Did some lighting tweaks, including lightmap adjustments
Fixed some material issues
Fixed a few displacement seams
Clipping tweaks

New route:
538FB06EC15AE4072146F0C00C0505CEA6AA8807


F411FE05F99B0C787A391B6EFCE8FEE81595686F


6F3471EA0DF3DE8526A8A0628683CDE0CBD9CFD7


Some of the new detailing:
EA4FC523D6ADDEAC3DBB3D3F253D0A6F9B866494