CP Glassworks rc6a

Crash

  1. xzzy

    aa xzzy

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    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.
     
  2. Crash

    aa Crash func_nerd

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  3. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Just gave it a run around. Looks pretty interesting so far. I really like the displacements at mid point and look forward to seeing where this goes.
     
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  4. Crash

    aa Crash func_nerd

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    Some WIP

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  5. RubbishyUser

    RubbishyUser L7: Fancy Member

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    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.
     
  6. Crash

    aa Crash func_nerd

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    Just a metal barrier. Something they threw together for cover. Doesn't have a "purpose" the same way the sniper walls on 2fort don't.
     
  7. sevin

    aa sevin

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    The boulder on the cliff in the last picture looks like it should roll off onto that truck. Maybe back it up a bit?
     
  8. xzzy

    aa xzzy

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    Patch panels.

    paaaaaatcccccchhh paannnneellls

    https://www.youtube.com/watch?v=jPb4oryoRMw
     
  9. Crash

    aa Crash func_nerd

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    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.
     
    Last edited: May 20, 2014
  10. Crash

    aa Crash func_nerd

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    Updated, download in OP

    I'll take some new screenshots tomorrow or something.
     
    Last edited: May 20, 2014
  11. xzzy

    aa xzzy

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    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.
     
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  12. Crash

    aa Crash func_nerd

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    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.
     
  13. Crash

    aa Crash func_nerd

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    Glassworks B3:

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  14. shadowslasher11

    aa shadowslasher11

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    Oh the sexiness...glass is still sticking out the top though...
     
  15. takabuschik

    aa takabuschik

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    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.
     
  16. xzzy

    aa xzzy

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    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.
     
  17. Pocket

    aa Pocket When all you have is Hammer...

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    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.
     
  18. Crash

    aa Crash func_nerd

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  19. Crash

    aa Crash func_nerd

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  20. Crash

    aa Crash func_nerd

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    Glassworks: Flower Update

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    They are totally team-colored on each side, too:
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