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cp_glassworks (5cp)
61
#61
3 Frags +

Update!
Downloads in my TF2Maps thread here.

Changelog:

Release Candidate 5-
Improved fps/ optimization significantly on last
Added a couple new small ammo packs near second area (good idea, yttrium!)
Fixed clipping issue on basement drop-down (thanks yttrium!)
Fixed window changes between last and upper lobby not being mirrored (thanks ScarF4ce!)
Fixed minor stickybomb hiding spot in narrow tunnel between second/ last (thanks ScarF4ce!)
Reduced minor details all around map for optimization purposes
Adjusted some lighting on last
Added/ changed some small details in key places
Update!
[url=http://forums.tf2maps.net/showthread.php?t=21433]Downloads in my TF2Maps thread here.[/url]

Changelog:
[quote]Release Candidate 5-
Improved fps/ optimization significantly on last
Added a couple new small ammo packs near second area (good idea, yttrium!)
Fixed clipping issue on basement drop-down (thanks yttrium!)
Fixed window changes between last and upper lobby not being mirrored (thanks ScarF4ce!)
Fixed minor stickybomb hiding spot in narrow tunnel between second/ last (thanks ScarF4ce!)
Reduced minor details all around map for optimization purposes
Adjusted some lighting on last
Added/ changed some small details in key places[/quote]
62
#62
1 Frags +

Updated to a pre-rc6 build to test out some major changes around the last area, mostly.
Downloads in my TF2Maps thread here.

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

Looking for feedback on this before I commit to the final rc6 build, so anything you guys can get me will be greatly appreciated!

Updated to a pre-rc6 build to test out some major changes around the last area, mostly.
[url=http://forums.tf2maps.net/showthread.php?t=21433]Downloads in my TF2Maps thread here.[/url]

Changelog:
[quote]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[/quote]

Looking for feedback on this before I commit to the final rc6 build, so anything you guys can get me will be greatly appreciated!
63
#63
0 Frags +

I don't know about doing 5cp in HL, but looks like it would be fun to play in 6s.

I don't know about doing 5cp in HL, but looks like it would be fun to play in 6s.
64
#64
2 Frags +

Some of the changes:

http://images.akamai.steamusercontent.com/ugc/47631932799084272/BA39C367612F51CE535C83181EFB147F4F65DE74/

http://images.akamai.steamusercontent.com/ugc/47631932799084386/23BC418A5B283017C0568AE59DE05E0C19574EF6/

http://images.akamai.steamusercontent.com/ugc/47631932799084506/6C98159BCEEB0F96E5E2492C72A83B6763805C52/

http://images.akamai.steamusercontent.com/ugc/47631932799084617/63A4A1B17CE751F4414F8C5FD7181011F7B94D53/

http://images.akamai.steamusercontent.com/ugc/47631932799084723/51BCBCD20D9A8A80F20D974BC682BB94A261061C/

http://images.akamai.steamusercontent.com/ugc/47631932799085020/D9E3BBDCC20E7316518E9E5FCFAFE4EE806E524D/

http://images.akamai.steamusercontent.com/ugc/47631932799085133/F22503A9FE69789452B05F01967CBE80184B46B8/

http://images.akamai.steamusercontent.com/ugc/47631932799084910/55FF77DCCB176BCCC38D8A202DF3FD0C0CF27DC0/

edit: shit it doesn't let me hotlink Steam-hosted images here. Well you get the gist.

Some of the changes:
[img]http://images.akamai.steamusercontent.com/ugc/47631932799084272/BA39C367612F51CE535C83181EFB147F4F65DE74/[/img]

[IMG]http://images.akamai.steamusercontent.com/ugc/47631932799084386/23BC418A5B283017C0568AE59DE05E0C19574EF6/[/IMG]

[IMG]http://images.akamai.steamusercontent.com/ugc/47631932799084506/6C98159BCEEB0F96E5E2492C72A83B6763805C52/[/IMG]

[IMG]http://images.akamai.steamusercontent.com/ugc/47631932799084617/63A4A1B17CE751F4414F8C5FD7181011F7B94D53/[/IMG]

[IMG]http://images.akamai.steamusercontent.com/ugc/47631932799084723/51BCBCD20D9A8A80F20D974BC682BB94A261061C/[/IMG]

[IMG]http://images.akamai.steamusercontent.com/ugc/47631932799085020/D9E3BBDCC20E7316518E9E5FCFAFE4EE806E524D/[/IMG]

[IMG]http://images.akamai.steamusercontent.com/ugc/47631932799085133/F22503A9FE69789452B05F01967CBE80184B46B8/[/IMG]

[IMG]http://images.akamai.steamusercontent.com/ugc/47631932799084910/55FF77DCCB176BCCC38D8A202DF3FD0C0CF27DC0/[/IMG]

edit: shit it doesn't let me hotlink Steam-hosted images here. Well you get the gist.
65
#65
3 Frags +

It' might be good for Highlander, but the size of the last is just really intimidating. It's sort of a Badlands setup, but it feels twice as big.

It' might be good for Highlander, but the size of the last is just really intimidating. It's sort of a Badlands setup, but it feels twice as big.
66
#66
0 Frags +
fireindaarcadeIt' might be good for Highlander, but the size of the last is just really intimidating. It's sort of a Badlands setup, but it feels twice as big.

Process is a great map, but fuck playing that in HL. All the 5cp maps become tedious when you factor in those extra classes. Sunshine somehow works since it's very tightly packed.

Massive fun on 6s, and I actually would really enjoy giving this new hotness a spin in a 6s game. I really like the last because it reminds me of Gully.

[quote=fireindaarcade]It' might be good for Highlander, but the size of the last is just really intimidating. It's sort of a Badlands setup, but it feels twice as big.[/quote]
Process is a great map, but fuck playing that in HL. All the 5cp maps become tedious when you factor in those extra classes. Sunshine somehow works since it's very tightly packed.

Massive fun on 6s, and I actually would really enjoy giving this new hotness a spin in a 6s game. I really like the last because it reminds me of Gully.
67
#67
0 Frags +
PankeymanProcess is a great map, but fuck playing that in HL. All the 5cp maps become tedious when you factor in those extra classes. Sunshine somehow works since it's very tightly packed.

Massive fun on 6s, and I actually would really enjoy giving this new hotness a spin in a 6s game. I really like the last because it reminds me of Gully.

The problem is that the platforms on the side are much higher than Gully, and there is a lot more open space on the floor of the last as well. Don't get me wrong, I think the map plays very well for pubs and HL, which is what Crash intended it to be for, but it just seems too large for 6's. Still worth testing this newest version though.

[quote=Pankeyman]
Process is a great map, but fuck playing that in HL. All the 5cp maps become tedious when you factor in those extra classes. Sunshine somehow works since it's very tightly packed.

Massive fun on 6s, and I actually would really enjoy giving this new hotness a spin in a 6s game. I really like the last because it reminds me of Gully.[/quote]

The problem is that the platforms on the side are much higher than Gully, and there is a lot more open space on the floor of the last as well. Don't get me wrong, I think the map plays very well for pubs and HL, which is what Crash intended it to be for, but it just seems too large for 6's. Still worth testing this newest version though.
68
#68
2 Frags +

Currently #1 on the workshop!

[url=http://steamcommunity.com/sharedfiles/filedetails/?id=454118349]Currently #1 on the workshop![/url]
69
#69
2 Frags +

Updated to RC6!
Downloads in my TF2Maps thread. Along with all new screenshots.
Also, make sure to subscribe to my workshop page for it!

Changelog:

Fixed a number of gameplay issues
Overhauled final lighting
Fixed a few symmetry issues
Adjusted some clipping (natch)
Improved optimization
Fixed a few small material issues
Cleaned up detailing in a few places
Vague as hell changelog, I don't remember all that I did
Updated to RC6!
[URL="http://forums.tf2maps.net/showthread.php?t=21433"]Downloads in my TF2Maps thread.[/URL] Along with all new screenshots.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=454118349"]Also, make sure to subscribe to my workshop page for it![/URL]

Changelog:
[QUOTE]Fixed a number of gameplay issues
Overhauled final lighting
Fixed a few symmetry issues
Adjusted some clipping (natch)
Improved optimization
Fixed a few small material issues
Cleaned up detailing in a few places
Vague as hell changelog, I don't remember all that I did[/QUOTE]
70
#70
1 Frags +

Video changelog comparing RC5 and RC6.

[url=https://www.youtube.com/watch?v=Sx1Es8c0T4o]Video changelog comparing RC5 and RC6.[/url]
71
#71
2 Frags +

cp_glassworks_rc6

Changelog:

Release Candidate 6a-
Drastically improved optimization on last
Fixed number of minor bugs
Fixed a few teleporter traps
Smoothed out some of the ledges on last to get rid of places that can eat rockets
Slightly adjusted lighting
Removed some props around the map

This will be the version played in UGC HL this season.

[url=http://forums.tf2maps.net/showthread.php?t=21433]cp_glassworks_rc6[/url]

Changelog:
[quote]Release Candidate 6a-
Drastically improved optimization on last
Fixed number of minor bugs
Fixed a few teleporter traps
Smoothed out some of the ledges on last to get rid of places that can eat rockets
Slightly adjusted lighting
Removed some props around the map[/quote]

This will be the version played in UGC HL this season.
72
#72
3 Frags +

Just a reminder that this map has changed since the start of this UGC HL season, especially around last, so make sure your teams check it out before your match!

You can find the changelog video comparing the previous version to the latest above.

Just a reminder that this map has changed since the start of this UGC HL season, especially around last, so make sure your teams check it out before your match!

You can find the changelog video comparing the previous version to the latest above.
73
#73
0 Frags +

http://images.akamai.steamusercontent.com/ugc/456337321788142434/1A5F0F681BC2C02C425D05962AE57E5563CBBE55/

this wall has odd clipping you can get stock on it if you rocket jump up it and hold w

http://images.akamai.steamusercontent.com/ugc/456337321788141061/75EC6A46917A8D0188B2E56BA8E10C6160CF7FA6/

a bit messy

http://images.akamai.steamusercontent.com/ugc/456337321788141560/3EA113621AE486DBA5497BB26AE7A1390EAB5C7C/

make this opening bigger

http://images.akamai.steamusercontent.com/ugc/456337321788140236/F5950FD8E4222EB7EA6F9A7077124CBD4A1EFB23/

get rid of this hole

[img]http://images.akamai.steamusercontent.com/ugc/456337321788142434/1A5F0F681BC2C02C425D05962AE57E5563CBBE55/[/img]

this wall has odd clipping you can get stock on it if you rocket jump up it and hold w

[img]http://images.akamai.steamusercontent.com/ugc/456337321788141061/75EC6A46917A8D0188B2E56BA8E10C6160CF7FA6/[/img]

a bit messy

[img]http://images.akamai.steamusercontent.com/ugc/456337321788141560/3EA113621AE486DBA5497BB26AE7A1390EAB5C7C/[/img]

make this opening bigger

[img]http://images.akamai.steamusercontent.com/ugc/456337321788140236/F5950FD8E4222EB7EA6F9A7077124CBD4A1EFB23/[/img]

get rid of this hole
74
#74
0 Frags +

It's perhaps a dumb question, but why do you say the map is specifically made for highlander? From what I see it could be a great 6s map too, i'm interested in your design choices and why you think it's more HL focused.

It's perhaps a dumb question, but why do you say the map is specifically made for highlander? From what I see it could be a great 6s map too, i'm interested in your design choices and why you think it's more HL focused.
75
#75
7 Frags +
TwiggyIt's perhaps a dumb question, but why do you say the map is specifically made for highlander? From what I see it could be a great 6s map too, i'm interested in your design choices and why you think it's more HL focused.

There are over 60 doors on this map, way too many for 6s which is usually constrained to around 40 or less.

[quote=Twiggy]It's perhaps a dumb question, but why do you say the map is specifically made for highlander? From what I see it could be a great 6s map too, i'm interested in your design choices and why you think it's more HL focused.[/quote]
There are over 60 doors on this map, way too many for 6s which is usually constrained to around 40 or less.
76
#76
1 Frags +
TwiggyIt's perhaps a dumb question, but why do you say the map is specifically made for highlander? From what I see it could be a great 6s map too, i'm interested in your design choices and why you think it's more HL focused.

Mostly meaning I've focused heavily on testing in Highlander during it's development. And since I made the first layout of it, I kept highlander in mind (one of each class, amount of people on the map at once.) I still haven't sat down and watched a 6s match for feedback, but I've watched a ton of Highlander.

It could potentially work in 6s, but I've gotten mixed reviews back from people who have tried it.

[quote=Twiggy]It's perhaps a dumb question, but why do you say the map is specifically made for highlander? From what I see it could be a great 6s map too, i'm interested in your design choices and why you think it's more HL focused.[/quote]

Mostly meaning I've focused heavily on testing in Highlander during it's development. And since I made the first layout of it, I kept highlander in mind (one of each class, amount of people on the map at once.) I still haven't sat down and watched a 6s match for feedback, but I've watched a ton of Highlander.

It could potentially work in 6s, but I've gotten mixed reviews back from people who have tried it.
77
#77
3 Frags +

This map is kinda weird but I think it plays out fine. Since everything is a sniper sightlines, combos usually hold very close, since those are the safe spots. That makes it easier to uber onto them, which was one of my initial concerns when looking at the size of this map. All in all I think this map is fun to play and I look forward to playing it in UGC.

This map is kinda weird but I think it plays out fine. Since everything is a sniper sightlines, combos usually hold very close, since those are the safe spots. That makes it easier to uber onto them, which was one of my initial concerns when looking at the size of this map. All in all I think this map is fun to play and I look forward to playing it in UGC.
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