Glassworks

CP Glassworks RC7a

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Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Awesome, congrats!
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Man, Glassworks is picking up steam faster than Spongebob in a Finnish sauna...
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
It's like a Swedish sauna, but better.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Updated to a pre-rc6 build, rc6test to test out some big changes to the last area of the map. I'll probably update it fully to rc6 in the coming weeks. Downloads in OP, I'll take some new screenshots soon.

Changelog:
Release Candidate 6-
Removed barrel/ crate jumping path from lower lobby to left platform
Replace above path with a new staircase leading up from Toxic
Changed cover around basement exit on last (thanks Kresnik for getting the feedback to me!)
Added "pit" behind final capture point
Removed crate jump on one side of last and replaced it with a ramp (thanks Dr. Alto H. Clef!)
Adjusted some of the health and ammo packs, notably reducing both in places (thanks Dr. Alto H. Clef & Xenith!)
Slightly adjusted crates on mid to make the jump impossible* for most classes
Adjusted second point capture triggers to prevent capturing behind sheet metal (thanks Martyy!)
Fixed areaportal/ reflection popping issue on the water in the basement
Fixed sticky exploit in tunnel between second and mid (thanks Dr. Alto H. Clef!)
Cleaned up a few unintended sightlines
Adjusted clipping to fix a few various issues around the map
Further optimized to improve FPS all over map
Adjusted detailing/ texture usage in a few places
Small lighting tweaks

*I am going to regret saying this
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Some of the changes:
BA39C367612F51CE535C83181EFB147F4F65DE74


23BC418A5B283017C0568AE59DE05E0C19574EF6


6C98159BCEEB0F96E5E2492C72A83B6763805C52


63A4A1B17CE751F4414F8C5FD7181011F7B94D53


51BCBCD20D9A8A80F20D974BC682BB94A261061C


D9E3BBDCC20E7316518E9E5FCFAFE4EE806E524D


F22503A9FE69789452B05F01967CBE80184B46B8


55FF77DCCB176BCCC38D8A202DF3FD0C0CF27DC0
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Tiny things:

D9E3BBDCC20E7316518E9E5FCFAFE4EE806E524D


Add some trim to this, and use a higher-sided curve for that corner + smoothing groups to smooth that out and look extra sexy. Probably will have to adjust lightmaps a bit on the sides. It also looks like you just took that white platform and rammed it through the wall. It's a bit too continuous, make it look like it belongs there, not just that you forced it in.

63A4A1B17CE751F4414F8C5FD7181011F7B94D53


Totally get that this ramp is supposed to be here, but it looks REALLY out of place and totally awkward visually. If you can smush in a stair or something there, it could look a lot better.

23BC418A5B283017C0568AE59DE05E0C19574EF6

Trim on the bottom left isn't even and is rather noticable/ugly. Try your best to get that thickness equal everywhere, or have a better transition between the sizes (not just a brush that starts small and ends bigger).

55FF77DCCB176BCCC38D8A202DF3FD0C0CF27DC0

These I-Beams (?) are way to thin looking to be even remotely structurally sound, they also look really out of place in a concrete environment. Either chuck 'em and do something else with that ceiling, or make the ibeams look more like they're actual support features, than just a piece of metal on the ceiling.

EDIT: Also, last image, the lighting on that pipe is too bright for the area it's in, should be darker. Maybe use a lighting origin?
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Yeah that ramp has been bugging me for awhile but between being on an awkward angle and just barely being able to fit it in place as is, and not having enough good ideas for it, I've just been putting it off.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Yeah that ramp has been bugging me for awhile but between being on an awkward angle and just barely being able to fit it in place as is, and not having enough good ideas for it, I've just been putting it off.

Now, while you're (assumably) coming to a close with development, would be a good time to rework that area a tiny bit to look less awkward. If I remember right, it was weird to fight around too.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Just so you know, the grate texture on the stairs you added to last doesn't show up on the top side.
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Addressing the two biggest detailing things I've been putting off:

2015-05-30_01-34-58.jpg


2015-05-30_01-09-49.jpg

I'm really digging your style of doing metal stairs, I always found them awkward to put together (wood represent)
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Most of my detailing in the past has been wood stuff, so I tried to break out of it a bit with Glassworks. Granted I still put a ton of wood in the map, but the last building is strictly industrial concrete/ metal.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Are those stairs on HUs, or simply rotated from being forward-facing?

Edit: Oops, 300th post! Probably should've done something more ceremonious, but whatevs :p
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
You could widen the steps so their sides protrude in to the sides of the staircase. Then snap them to the grid. Not that it really matters though I suppose.