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1 2 3
cp_glassworks (5cp)
31
#31
1 Frags +

Hey guys, hoping to get some feedback on an idea I have for the tunnel leading to the basement. I think this could help that area out a ton, but I'd like to get some more competitive minds on the idea before I commit. I might be missing something this is changing, but I can't say I've heard of anyone being that attached to the current tunnel, so I think it'll be a net positive. I believe it should clean things up a bit for 6s, as well.

https://www.youtube.com/watch?v=PWa5CJz57xs

Hey guys, hoping to get some feedback on an idea I have for the tunnel leading to the basement. I think this could help that area out a ton, but I'd like to get some more competitive minds on the idea before I commit. I might be missing something this is changing, but I can't say I've heard of anyone being that attached to the current tunnel, so I think it'll be a net positive. I believe it should clean things up a bit for 6s, as well.

[youtube]https://www.youtube.com/watch?v=PWa5CJz57xs[/youtube]
32
#32
3 Frags +

Release Candidate 3 is out!

I think this update is going to be really beneficial to 6s play, but keep the map solid for Highlander. I'm really excited to see how the changes affect things. Let me know what you guys think!

Downloads and more screenshots in my TF2Maps.net thread

Changelog:

Release Candidate 3-
Removed mineshaft tunnel to basement
Added new structure connecting to lower lobby where the tunnel used to be
Widened drop down opening to basement
Replaced side doors of mid shack with smaller open windows
Widened/ raised 2nd to Mid main route doorways quite a bit
Added more detailing around map, especially lobby areas
Another big optimization pass, fine tuned using occluders
Removed doubled up main shutter door props/ entities (!)
Shifted sun angle slightly to fix a few shadowing issues
Did some lighting tweaks, including lightmap adjustments
Fixed some material issues
Fixed a few displacement seams
Clipping tweaks

New route:

http://cloud-4.steampowered.com/ugc/43113035000506038/538FB06EC15AE4072146F0C00C0505CEA6AA8807/

http://cloud-4.steampowered.com/ugc/43113035000505198/F411FE05F99B0C787A391B6EFCE8FEE81595686F/

http://cloud-4.steampowered.com/ugc/43113035000504504/6F3471EA0DF3DE8526A8A0628683CDE0CBD9CFD7/

Some of the new detailing:

http://cloud-4.steampowered.com/ugc/43113035000503780/EA4FC523D6ADDEAC3DBB3D3F253D0A6F9B866494/

Release Candidate 3 is out!

I think this update is going to be really beneficial to 6s play, but keep the map solid for Highlander. I'm really excited to see how the changes affect things. Let me know what you guys think!

[url=http://forums.tf2maps.net/showthread.php?t=21433]Downloads and more screenshots in my TF2Maps.net thread[/url]

Changelog:
[QUOTE]Release Candidate 3-
Removed mineshaft tunnel to basement
Added new structure connecting to lower lobby where the tunnel used to be
Widened drop down opening to basement
Replaced side doors of mid shack with smaller open windows
Widened/ raised 2nd to Mid main route doorways quite a bit
Added more detailing around map, especially lobby areas
Another big optimization pass, fine tuned using occluders
Removed doubled up main shutter door props/ entities (!)
Shifted sun angle slightly to fix a few shadowing issues
Did some lighting tweaks, including lightmap adjustments
Fixed some material issues
Fixed a few displacement seams
Clipping tweaks[/QUOTE]

New route:
[IMG]http://cloud-4.steampowered.com/ugc/43113035000506038/538FB06EC15AE4072146F0C00C0505CEA6AA8807/[/IMG]

[IMG]http://cloud-4.steampowered.com/ugc/43113035000505198/F411FE05F99B0C787A391B6EFCE8FEE81595686F/[/IMG]

[IMG]http://cloud-4.steampowered.com/ugc/43113035000504504/6F3471EA0DF3DE8526A8A0628683CDE0CBD9CFD7/[/IMG]

Some of the new detailing:
[IMG]http://cloud-4.steampowered.com/ugc/43113035000503780/EA4FC523D6ADDEAC3DBB3D3F253D0A6F9B866494/[/IMG]
33
#33
2 Frags +

Video changelog for RC3

[url=https://www.youtube.com/watch?v=tzsdwZ5ICuQ]Video changelog for RC3[/url]
34
#34
1 Frags +

Some of UGC Platinum Winners .knd recently played a PUG game with others on this. It went really well and I got a bunch of ideas for minor changes for the next version from it. Watch the whole thing here.

I also recreated my fly-through video for the most recent version, which you can watch here.

Some of UGC Platinum Winners .knd recently played a PUG game with others on this. It went really well and I got a bunch of ideas for minor changes for the next version from it. [url=https://www.youtube.com/watch?v=dFwYntTHe70]Watch the whole thing here.[/url]

I also recreated my fly-through video for the most recent version, [url=https://www.youtube.com/watch?v=Ftpf6MCmAyM]which you can watch here.[/url]
35
#35
3 Frags +

im so sad this didn't get any consideration for ESEA, its such a great map gameplay wise and its beautiful!

im so sad this didn't get any consideration for ESEA, its such a great map gameplay wise and its beautiful!
36
#36
2 Frags +

I tried to find a place to submit it to the ESEA but had trouble with it. Anyone who is apart of it and/ or knows a person to contact about that sort of thing would help me out a ton!

A map getting around is really up to the players. If you're stoked about the map and want to see it in a league, talk to the league!

I tried to find a place to submit it to the ESEA but had trouble with it. Anyone who is apart of it and/ or knows a person to contact about that sort of thing would help me out a ton!

A map getting around is really up to the players. If you're stoked about the map and want to see it in a league, talk to the league!
37
#37
4 Frags +

UGC has it on their map poll for highlander s15! Vote for it here if you're a rostered highlander player!

UGC has it on their map poll for highlander s15! Vote for it [url=http://polls.playcomp.tf]here[/url] if you're a rostered highlander player!
38
#38
2 Frags +

Awesome to hear! As I'm not rostered I couldn't see that. Hope everyone gives the map a shot! My biggest concern is it not having been exposed to enough players yet so they won't want to vote for it compared to some of the others that may be on the list.

Awesome to hear! As I'm not rostered I couldn't see that. Hope everyone gives the map a shot! My biggest concern is it not having been exposed to enough players yet so they won't want to vote for it compared to some of the others that may be on the list.
39
#39
5 Frags +

Pugged this map a bit the other day. (RC2, so maybe you've changed some of this already)

It's a really pretty map, and it seems pretty well thought out. As far as 6v6 is concerned though, I don't really like it.

There seem to be too many ways from 2nd to mid, and two of them are very far away from the actual 2nd control point.

It's hard to hold 2nd as a combo because the enemy team comes out with a height advantage and better cover already if they come out of the left doors (why would they even go out of their way to go all the way to the right anyways?)

The lobby at last is really cool, but it's a bit too convoluted for 6 people to hold. The dropdown and large basement and multiple ways into last are a bit too much for a 6 person team to be able to hold in lobby.

The tunnel was pretty much useless, glad to see that it's gone.

I dislike the mid as demoman because there's no way for me to get an initial sticky off at the other demo. This may be because no one I played with figured out the way to play this mid, but I found myself just stickying up the main house instead.

Overall the size of the map is about right, it's just a little too much in the transitions for 6v6. It might work pretty well for Highlander but I am no authority on HL so I can't say.

Pugged this map a bit the other day. (RC2, so maybe you've changed some of this already)

It's a really pretty map, and it seems pretty well thought out. As far as 6v6 is concerned though, I don't really like it.

There seem to be too many ways from 2nd to mid, and two of them are very far away from the actual 2nd control point.

It's hard to hold 2nd as a combo because the enemy team comes out with a height advantage and better cover already if they come out of the left doors (why would they even go out of their way to go all the way to the right anyways?)

The lobby at last is really cool, but it's a bit too convoluted for 6 people to hold. The dropdown and large basement and multiple ways into last are a bit too much for a 6 person team to be able to hold in lobby.

The tunnel was pretty much useless, glad to see that it's gone.

I dislike the mid as demoman because there's no way for me to get an initial sticky off at the other demo. This may be because no one I played with figured out the way to play this mid, but I found myself just stickying up the main house instead.

Overall the size of the map is about right, it's just a little too much in the transitions for 6v6. It might work pretty well for Highlander but I am no authority on HL so I can't say.
40
#40
2 Frags +

https://www.youtube.com/watch?v=MbptjCvduxk

So, when Crash asked me to work on a trailer for his map, I put Sandstone down for a few days and booted up SFM, i'm surprised he hasn't posted it here so I will do just that!

[youtube]https://www.youtube.com/watch?v=MbptjCvduxk[/youtube]

So, when Crash asked me to work on a trailer for his map, I put Sandstone down for a few days and booted up SFM, i'm surprised he hasn't posted it here so I will do just that!
41
#41
1 Frags +

i want this map so bad! its so awesome

i want this map so bad! its so awesome
42
#42
1 Frags +

Thanks for the feedback Hyce! I can definitely say I hadn't planed on 6s being played on it much, so I was surprised by the interest in general. It seems to work for some people, but others such as yourself see some pretty glaring issues. I think I'm just going to keep it Highlander/ Pub focused for now. I'll still take your feedback into consideration for the future, though!

And thanks for posting that, Fanta! I just haven't had much time to make my usual rounds lately!

Here's some WIP (mostly visual) changes I've been working on lately:

http://i.imgur.com/bB8hMCC.jpg

Compare this last one to this, which I haven't changed over yet.

http://i.imgur.com/RemQ7Gp.jpg

http://i.imgur.com/0Y4nRO4.jpg

Thanks for the feedback Hyce! I can definitely say I hadn't planed on 6s being played on it much, so I was surprised by the interest in general. It seems to work for some people, but others such as yourself see some pretty glaring issues. I think I'm just going to keep it Highlander/ Pub focused for now. I'll still take your feedback into consideration for the future, though!

And thanks for posting that, Fanta! I just haven't had much time to make my usual rounds lately!

Here's some WIP (mostly visual) changes I've been working on lately:

[img]http://i.imgur.com/bB8hMCC.jpg[/img]
Compare this last one to [url=http://i.imgur.com/dUpR9f6.jpg]this[/url], which I haven't changed over yet.

[img]http://i.imgur.com/RemQ7Gp.jpg[/img]

[img]http://i.imgur.com/0Y4nRO4.jpg[/img]
43
#43
-1 Frags +

Some point i hope i can find a scrim/pug on this map, despite not really being a 6s map, it looks really, really nice.

Some point i hope i can find a scrim/pug on this map, despite not really being a 6s map, it looks really, really nice.
44
#44
7 Frags +

This is still alive!

Some big changes to last:

http://cloud-4.steamusercontent.com/ugc/46498253098464682/BFFF60A323EF99FC8FCBF151969BE0FE1A5C6DAE/

Gave it a "sneaky":

http://cloud-2.steamusercontent.com/ugc/46498253098464197/696E7ADB6554FCD0EAEB5D6AFB731FD153CD6FE6/

http://cloud-4.steamusercontent.com/ugc/46498253098464320/BDE05CB4883F85F28874DBA91184433AF9C4D1D0/

New basement changes:

http://cloud-4.steamusercontent.com/ugc/46498253098464448/E2FC0FF7A39670F7BF1804025DB4564A50447041/

http://cloud-4.steamusercontent.com/ugc/46498253098464552/8BD6C464F1A90529D039FA20B5943ECDC8A24C70/

Tried to make last a little less convoluted and more of a straight shot up, while opening the whole thing up a bit more. I also widened the gap at the top of the ramp leading up.

Let me know what you guys think. I'm shooting for a new version here really soon with these changes, want to see how they all play out.

This is still alive!

Some big changes to last:

[img]http://cloud-4.steamusercontent.com/ugc/46498253098464682/BFFF60A323EF99FC8FCBF151969BE0FE1A5C6DAE/[/img]

Gave it a "sneaky":
[IMG]http://cloud-2.steamusercontent.com/ugc/46498253098464197/696E7ADB6554FCD0EAEB5D6AFB731FD153CD6FE6/[/IMG]

[IMG]http://cloud-4.steamusercontent.com/ugc/46498253098464320/BDE05CB4883F85F28874DBA91184433AF9C4D1D0/[/IMG]

New basement changes:
[IMG]http://cloud-4.steamusercontent.com/ugc/46498253098464448/E2FC0FF7A39670F7BF1804025DB4564A50447041/[/IMG]

[IMG]http://cloud-4.steamusercontent.com/ugc/46498253098464552/8BD6C464F1A90529D039FA20B5943ECDC8A24C70/[/IMG]

Tried to make last a little less convoluted and more of a straight shot up, while opening the whole thing up a bit more. I also widened the gap at the top of the ramp leading up.

Let me know what you guys think. I'm shooting for a new version here really soon with these changes, want to see how they all play out.
45
#45
2 Frags +

RC4 is live!

Download it at my TF2Maps thread here.

Video Changelog

Changelog:

Overhauled basement under last extensively, streamlined it and open it up to make a more viable route
Added "cage" cover on the exit of the basement going to last
Added "sneaky" side area connecting to the formerly dead-end engineer nest room on last
Did further detailing, focusing on final
Adjusted lighting to be a bit more dramatic on final
Smoothed out clipping on ceiling of spawns
Moved a few health/ ammo packs around
Drastically widened main doorway to last and adjusted barrel pallets
Made upper lobby window between rooms smaller and off to one side
Removed the first crate on either side of mid point, stopping most classes

Screenshots shortly!

RC4 is live!

[url=http://forums.tf2maps.net/showthread.php?t=21433]Download it at my TF2Maps thread here.[/url]

[url=https://www.youtube.com/watch?v=12bn2KEBm6I]Video Changelog[/url]

Changelog:
[quote]Overhauled basement under last extensively, streamlined it and open it up to make a more viable route
Added "cage" cover on the exit of the basement going to last
Added "sneaky" side area connecting to the formerly dead-end engineer nest room on last
Did further detailing, focusing on final
Adjusted lighting to be a bit more dramatic on final
Smoothed out clipping on ceiling of spawns
Moved a few health/ ammo packs around
Drastically widened main doorway to last and adjusted barrel pallets
Made upper lobby window between rooms smaller and off to one side
Removed the first crate on either side of mid point, stopping most classes[/quote]

Screenshots shortly!
46
#46
3 Frags +

Excellent changes Crash.

Excellent changes Crash.
47
#47
0 Frags +

Any possibilities of a community map testing nght in the same vane cs:go has with reddit, where we all just sorta play the map for the night and give feedback etc...

Any possibilities of a community map testing nght in the same vane cs:go has with reddit, where we all just sorta play the map for the night and give feedback etc...
48
#48
3 Frags +
kounterpartsAny possibilities of a community map testing nght in the same vane cs:go has with reddit, where we all just sorta play the map for the night and give feedback etc...

This has already been done. Countless times, even. IMO it just ends up devolving into non-constructive comments like "you should delete this and start over" and "it's not badlands."

[quote=kounterparts]Any possibilities of a community map testing nght in the same vane cs:go has with reddit, where we all just sorta play the map for the night and give feedback etc...[/quote]
This has already been done. Countless times, even. IMO it just ends up devolving into non-constructive comments like "you should delete this and start over" and "it's not badlands."
49
#49
1 Frags +
hooky snip

holy fuck are people actually this autistic

[quote=hooky] snip [/quote]

holy fuck are people actually this autistic
50
#50
3 Frags +

It can be very difficult getting people to have a go at map testing and taking it seriously.

Oh, and the other fun part is when they get mad about issues on a map when they never go out of their way to make sure you know about those issues. "Why didn't you fix X issue with this update?"

Uhh, because I didn't know about it?

It can be very difficult getting people to have a go at map testing and taking it seriously.

Oh, and the other fun part is when they get mad about issues on a map when they never go out of their way to make sure you know about those issues. "Why didn't you fix X issue with this update?"

Uhh, because I didn't know about it?
51
#51
0 Frags +

The new maps pugs of old started out pretty good. The last time I bothered with them I got told that I should change the barrel models I used from wooden ones to metal ones and that I should kill myself.

It is very hard to get serious testing.

The new maps pugs of old started out pretty good. The last time I bothered with them I got told that I should change the barrel models I used from wooden ones to metal ones and that I should kill myself.

It is very hard to get serious testing.
52
#52
2 Frags +

I will say though that my direct testing with some of the teams has been really positive. I've had a lot of help in that regard. There's a big shout-out list on my TF2Maps page for them.

I will say though that my direct testing with some of the teams has been really positive. I've had a lot of help in that regard. There's a big shout-out list on my TF2Maps page for them.
53
#53
3 Frags +

Hearing some talk about some crashing on the map for certain configs, I think I know what's causing it and I'll be looking into fixing it asap.

Hearing some talk about some crashing on the map for certain configs, I think I know what's causing it and I'll be looking into fixing it asap.
54
#54
3 Frags +

Dem comp configs

http://crash.tf/Screengrabs/2015-03-16_20-11-18.jpg

New fixed version should be out soon!

Dem comp configs
[img]http://crash.tf/Screengrabs/2015-03-16_20-11-18.jpg[/img]

New fixed version should be out soon!
55
#55
1 Frags +

Update!
Downloads in my TF2Maps thread here.

Changelog:

Release Candidate 4 A-
Fixed crashing bug by removing the lightmap settings I set to test and forgot about ON ONE PIPE PROP AND I SPENT ALL DAY SEARCHING FOR IT AND IT WAS SO SIMPLE HAHA KILL ME
Fixed some improperly colored signage/ glass in Blu base
Added a couple new signs in the basement
Added minor detailing to glass in front of basement drop down to point out that it is not a route
Updated the localization files
Update!
[url=http://forums.tf2maps.net/showthread.php?t=21433]Downloads in my TF2Maps thread here.[/url]

Changelog:
[quote]Release Candidate 4 A-
Fixed crashing bug by removing the lightmap settings I set to test and forgot about ON ONE PIPE PROP AND I SPENT ALL DAY SEARCHING FOR IT AND IT WAS SO SIMPLE HAHA KILL ME
Fixed some improperly colored signage/ glass in Blu base
Added a couple new signs in the basement
Added minor detailing to glass in front of basement drop down to point out that it is not a route
Updated the localization files[/quote]
56
#56
2 Frags +

I really like the map, I think there are a couple of flaws but overall it's really great. Pushing into second is really enclosed inside, leaving minimal opportunity for the roamer to go for plays and instead having to watch the flank. Also, there seems like a lot of entrances to second, which could be either good or bad. Sniper at mid seems really strong with the window, but I doubt we'll see a sniper run to mid by most teams. The mid itself reminds me somewhat of sunshine, except with more space for scouts and fewer options for soldier

I really like the map, I think there are a couple of flaws but overall it's really great. Pushing into second is really enclosed inside, leaving minimal opportunity for the roamer to go for plays and instead having to watch the flank. Also, there seems like a lot of entrances to second, which could be either good or bad. Sniper at mid seems really strong with the window, but I doubt we'll see a sniper run to mid by most teams. The mid itself reminds me somewhat of sunshine, except with more space for scouts and fewer options for soldier
57
#57
1 Frags +

There's some kind of invisible ledge on the left side of the sewer dropdown

Show Content

These hanging pots shouldn't clip with players or projectiles

Show Content

Because every single ammo pack surrounding second is small, and there isn't one on the field itself, I feel like there should either be another small ammo pack here, or the one under the point should be upgraded to a medium pack. Not as big of a deal in HL when there are dispensers, but in 6s, having to fall back to lobby or mid just to pick up a small ammo pack from there, and then having to fall back further for more ammo is a big deal. Would also help pushing out of second if you can't take lobby.

Show Content

Perhaps also a small ammo pack here for spamming into lobby, in case they're doing a defensive lobby hold

Show Content

What is this thing? It isn't mirrored, and it looks like a malformed chunk of Australium with a missing texture

Show Content

Garage should also use RED's theme on their side, instead it's mirrored across both sides except it uses red signs on RED's side

Other than that, love the map, would love to see it get played more. ESEA or UGC needs to pick it up.

There's some kind of invisible ledge on the left side of the sewer dropdown
[spoiler][img]http://puu.sh/hsQXg/746266898f.png[/img][/spoiler]

These hanging pots shouldn't clip with players or projectiles
[spoiler][img]http://puu.sh/hsR8e/efaa61463f.png[/img][/spoiler]

Because every single ammo pack surrounding second is small, and there isn't one on the field itself, I feel like there should either be another small ammo pack here, or the one under the point should be upgraded to a medium pack. Not as big of a deal in HL when there are dispensers, but in 6s, having to fall back to lobby or mid just to pick up a small ammo pack from there, and then having to fall back further for more ammo is a big deal. Would also help pushing out of second if you can't take lobby.
[spoiler][img]http://puu.sh/hsRe9/9612e6ce94.png[/img][/spoiler]

Perhaps also a small ammo pack here for spamming into lobby, in case they're doing a defensive lobby hold
[spoiler][img]http://puu.sh/hsRsq/67c80c4d14.png[/img][/spoiler]

What is this thing? It isn't mirrored, and it looks like a malformed chunk of Australium with a missing texture
[spoiler][img]http://puu.sh/hsSns/23ec96db21.png[/img][/spoiler]

Garage should also use RED's theme on their side, instead it's mirrored across both sides except it uses red signs on RED's side

Other than that, love the map, would love to see it get played more. ESEA or UGC needs to pick it up.
58
#58
1 Frags +

Thanks for the feedback, I'll consider/ fix all of it for the next version!

As for the crystal, there are actually a lot of those hidden all over the map as part of the overall hidden theme I had for the map. The "glass factories" are covers for the crystal mining/ processing operation. The crystals are used as a power source for what I've been calling "doomsday devices" above the final points. The big round objects with crystals sticking out of them.

Gotta lore geek it up with this kind of stuff.

Thanks for the feedback, I'll consider/ fix all of it for the next version!

As for the crystal, there are actually a lot of those hidden all over the map as part of the overall hidden theme I had for the map. The "glass factories" are covers for the crystal mining/ processing operation. The crystals are used as a power source for what I've been calling "doomsday devices" above the final points. The big round objects with crystals sticking out of them.

Gotta lore geek it up with this kind of stuff.
59
#59
0 Frags +

My main issue with the map is how the dedicated choke is wayyyyy too narrow and how there are approx. 6 entrances into second which is just too much to handle

My main issue with the map is how the dedicated choke is wayyyyy too narrow and how there are approx. 6 entrances into second which is just too much to handle
60
#60
0 Frags +

I'm not familiar with the term dedicated choke, could you be more specific about which route that is?

I'm not familiar with the term dedicated choke, could you be more specific about which route that is?
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