Glassworks

CP Glassworks RC7a

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Crash

func_nerd
aa
Mar 1, 2010
3,322
5,500
Funny that you noticed that room particularly, because I just fully detailed it:

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I'm totally going to take the spout above the truck idea, though, so thanks! I had been meaning to find a reason why the truck was backed into there.

But yeah, anything flat and boring and boxy is most likely just a quick texture pass and still needs to be properly detailed. There's a lot of this around mid in the latest version.
 

xzzy

aa
Jan 30, 2010
815
531
I'd be careful about messing with the truck too much, as almost everyone who comes from that forward spawn walks across the top of it.

Basically just put the spigot high enough that you don't bonk your head.
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Oh god that grass in the 72 hour version. I thought the old grass was bad. Loving the new truck room btw. I have always been disappointed with the quality of Valve's truck - it's just so bland, far better suited for out of bounds areas. Don't suppose there's anything suitable in the vehicle emporium pack?

Also, for the facade of the last building, why not have a really tall structure with gigantic vertical windows? Or something? You need a thing. I feel Glassworks suffers a little from the "what am I actually about" problem that a few competitive 5cp maps have (what is going on in Gullywash?)
 

MAkzu

L1: Registered
Jun 5, 2014
7
4
Oh, you are correcting things now? Good thing gentleman, good thing indeed.

But anyway, can you explain the weird class-thingy on top of the final buildings? This is just something that simply makes no sense. It is like saying; "two bears got on top of a plane. toaster". Just why?

Jh0TFCR.jpg
 

Crash

func_nerd
aa
Mar 1, 2010
3,322
5,500
Yeah I've been meaning to replace that as well. I have been drawing a blank on what, however, so it's just been sitting stagnant in the meantime.

Fun fact: It's one of the only parts with dev textures left.
 
Sep 19, 2010
475
499
A tall building might not be a bad idea there. I really want to keep the light coming into the point though, so that's one thing I have to try to keep in mind.
You could always do a big window à la Gorge/Process. Not the most original thing, but it seems to work well.
 
Sep 19, 2010
475
499
Just saw the images you posted in the WiP thread. I think the tunnel looks really odd in this screenshot. It's right up against that building and the ground on the other side is completely flat. I really like the tunnel, but it might make more sense to turn it into a building.

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Crash

func_nerd
aa
Mar 1, 2010
3,322
5,500
Yeeeeaah... I've heard that a couple times now so I might have to just give in. It was sort of a hold-over from the previous version that had a cliff face all the way around that area. I really liked the detailing inside of that tunnel so I tried to justify it. Might just have to give in and make it a building, though. Honestly it would make optimization easier right there, too.
 

xzzy

aa
Jan 30, 2010
815
531
You could make it a building filled with dirt where they dug a tunnel through the dirt. Glassception.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
Or give it a wooden box exterior, keep the displacement inner and turn it in to a man-made bat cave. You know, for harvesting bat poo for fertiliser. It's TF2-ish.
 

Crash

func_nerd
aa
Mar 1, 2010
3,322
5,500
Doing some ambient lighting tests. Snagged it out of Mountainlab and then matched the angles I had set up before.

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I like the added warmth but I feel like it might be a bit too warm/ dark now? I'm not sure. I have a terrible eye for lighting, so I could definitely use some other opinions on it.