Glassworks

CP Glassworks RC7a

  • This map is featured! Our best maps, all together in one place for your viewing pleasure.

Bakscratch

Finisher of Maps
aa
Oct 29, 2010
714
1,495
Awesome! I was waiting to watch some more comp play tests! :D
 

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
Alpha 6 (bz2)

4-18-14
Alpha 6-
Remade forward spawns with new dropdown into truck room
Opened front of truck room back up (truck makes sense again now)
Moved ramp/ health ammo in truck room to streamline route
Moved front door on mid side buildings (where last forward spawns are)
Added wooden ramp going up to mid building from lower area
Closed off side route going to final as an experiment
Shortened final capture time
Flipped roof on mid around to make jumping up easier
Removed a wall from underground area in first/ final building
Started prop fades (getting ahead of optimization early)
Extensive visleaf optimization
Adjusted clipping
Added more signage
Started detailing

I'll post some updated screenshots tomorrow when it's not 2am.
 
Last edited:

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
Yeah I agree. I'm not 100% on a lot of the textures I've used so far, so a lot is subject to change. I originally was using the dirt blend and it looked really good there, but I was having trouble with seams (you can see some in the second to last picture), even though it was the same material. I think I need to make something custom to get it working right.
 

Bakscratch

Finisher of Maps
aa
Oct 29, 2010
714
1,495
A few little I picked up one whiles going around.

Screenshot%202014-04-19%2001.02.34.png


I feel like this is too steep, the player going up here will surly most die as it is very narrow and also open at the top, maybe make it so that the left wall (fence) goes all the way to the top with glass?

Screenshot%202014-04-19%2001.07.42.png


this route to last just seems a little to good the fact it leads straight to the point whiles having lots of cover seems too good, to me. Maybe flip it so it comes out to the right?

Screenshot%202014-04-19%2001.02.53.png


More visual but damn this building is soo thin is crazy, give it some burgers and fatten it up!

But seems like a really good version! keep it up!
 

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
That sharp ramp going up is actually a really brutal flank route, I was trying to think of way to nerf it, even. You come up so suddenly it's easy to surprise the other team. It is a bit too steep, I'm still not sure what I'm doing with it.

That route next to final was sort of my take on the Gullywash path that leads to behind the point itself. That one literally dumps out ON the point and it seems to work fine. Although I sped up the capture time and now it might be a bit too fast with that route there. I'll keep an eye on it.

Yeah that is super narrow, I hadn't even realized. Definitely going to cram some more in there.

Thanks for the feedback.
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
That ramp is definitely my least favourite part of the whole map by a long shot. I personally think you should redesign that area to make it less awkward. Maybe have a pile of crates against the wall to form a kind of loading bay?

glassworkspaint.png


That yellow thing is supposed to be a forklift to add some variation. Basically I'm suggesting removing the wall and the ramp to increase sightlines from inside the lobby so people holding in there can be better prepared whilst making it harder to attack because you have to jump your way up. Here's a reference image, with some stairs which you could have as an alternative:

loading-1.jpg
 
Last edited:

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
Hmm, yeah that could be an option. I worry about messing with the optimization of that corner with something like that, but that's something I could worry about later.

I might try fiddling with a climbable route like that for A7.
 

Hergan5

L1: Registered
May 12, 2013
27
4
Great work, Crash!
Gonna throw it up on my server as soon as possible and gonna see how it's working out on pubs! ;)


EDIT: Forgot to ask, why is Stoneyrigde's page down?
 
Last edited:

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
We just let Stoneyridge.net expire. Wasn't getting many views anymore so it wasn't worth paying for.

We're looking into other hosting options for the future when we decided to make another push with it, but we're letting it die off for the moment.

Thanks for reminding me to update my signature, though.
 

Hergan5

L1: Registered
May 12, 2013
27
4
Ah, good to know. Did you have already new hosting? Or not?
Nevermind, I don't gonna ask for this.
 
Last edited:
Oct 6, 2008
1,965
450
Why does your stuff always look so good Crash?
 

Lenny

L2: Junior Member
May 2, 2013
90
35

"I opened up the front of the truck room back up to kinda open it up"

Your words are art, Crash.

Aside from that, I'm really loving the changes you're making. It's shaping up to be a good-looking map (that also plays well!).