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cp_glassworks (5CP)

Created 27th June 2014 @ 01:06

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.zero

-chess-

Looks great. Hope to test it out soon.

UEAKCrash

[PA]

Here’s a PUG Highlander match with mostly Plat/ Gold level players.


Last edited by UEAKCrash,

UEAKCrash

[PA]

Some screenshots of Glassworks with it’s new 3d skybox:

1
2
3
4

B8 coming out very soon, might be the last version before RC1.


Last edited by UEAKCrash,

Raptor

BTWFC
S-O

this skybox looks epic

UEAKCrash

[PA]

Thanks!

B8 released. Most likely final beta release before going to RC1.

Downloads/ full screenshots here.

Changelog:

3d Skybox! Woo!
Added some minor sneaky trick jumps/ paths
Fixed some symmetry issues
Cleaned up some cubemap problems
Optimized visleafs/ fixed accidental world brushes
Fixed missing clipping/ added to clipping
Toned down color correction
Cleaned up a ton bunch of details
Tried to give the map a more overall cohesive feel detailing-wise.
Bunch of minor adjustments, I dunno.

Screenshots:
1
2

UEAKCrash

[PA]

RC1 OF GLASSWORKS WOOO! (bz2)

Release Candidate 1
Another big optimization pass
Changed wood beam material use on Blu side
Optimized lightmaps further (reduced file size by 25MB!)
Tightened spawn points up to enable medic to heal everyone from all positions
Bunch of minor clipping and detail tweaks

Been a long time coming, but other than one minor visual issue, this version is final! Maybe something new will pop up, but I’m confident that this version plays well and looks good enough to make the rounds. Let me know what you guys think!

Pictures coming soon, but nothing is too drastically changed visually.


Last edited by UEAKCrash,

UEAKCrash

[PA]

RC1 Video Changelog

Toba

(a boT from the North)
Lutunen

Quoted from UEAKCrash

RC1 Video Changelog

looks cool, gonna have a look if we can do some comp. tf2 testing on it

Spike Himself

TC

Mirror! http://fastdl.colonslash.eu/maps/cp_glassworks_rc1.bsp.bz2

UEAKCrash

[PA]

Release Candidate 2 is out! (bz2)

Release Candidate 2

Opened basement up much more, reduced hiding spots/ corners
Moved small health/ medium ammo from inside mid side building to the concrete ledge in front of it
Fixed “dots” lighting issue on ramp at mid
Fixed some material issues
Adjusted/ removed a few props
Added some new rocks on mid
Fixed a few clipping issues (always)

Basement got a bit of an overhaul, should help the flow quite a bit.

Spycy

TC.Express

I wish more mixes were played on it

UEAKCrash

[PA]

Here’s the video changelog for RC2!


Last edited by UEAKCrash,

UEAKCrash

[PA]

So this map is picking up some traction with 6s, and f I can do some changes that benefit 6s without being detrimental to it’s focus on Highlander/ Pub games, I’d gladly look into doing them.

UEAKCrash

[PA]

Hey guys, I have an idea for a change involving the tunnel leading into the basement of final’s building but wanted to get some feedback on the idea before I commit to it.

This video explains what I have in mind.


Last edited by UEAKCrash,

UEAKCrash

[PA]

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 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


Last edited by UEAKCrash,

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