Hey everyone, you might know me as that jerk who made Trainsawlaser and Wubwubwub... I make regular maps, too! I've been working away on a Highlander focused 5cp for a bit now, I'd love to get some feedback on it.
Some of you might have helped me test this earlier in it's development!
TF2Maps Thread for downloads/ changelog
http://www.ueak.net/crash/maps/cp_glassworks/B7-1.jpg
http://www.ueak.net/crash/maps/cp_glassworks/B7-6.jpg
Scroll down for some more screenshots!
Fly-through of b7
Let me know what you guys think!
Hey everyone, you might know me as that jerk who made Trainsawlaser and Wubwubwub... I make regular maps, too! I've been working away on a Highlander focused 5cp for a bit now, I'd love to get some feedback on it.
Some of you might have helped me test this earlier in it's development!
[url=http://forums.tf2maps.net/showthread.php?t=21433]TF2Maps Thread for downloads/ changelog[/url]
[img]http://www.ueak.net/crash/maps/cp_glassworks/B7-1.jpg[/img]
[img]http://www.ueak.net/crash/maps/cp_glassworks/B7-6.jpg[/img]
Scroll down for some more screenshots!
[url=https://www.youtube.com/watch?v=5sDwyZCljoQ]Fly-through of b7[/url]
Let me know what you guys think!
Been following this since some of the early stages on tf2maps.net, it's come really far and it looks great so far. Keep it up!
Been following this since some of the early stages on tf2maps.net, it's come really far and it looks great so far. Keep it up!
UEAKCrashHey everyone, you might know me as that jerk who made Trainsawlaser and Wubwubwub...
aka the god that made trainsawlaser. The king of joke maps. I've tried to get something that good with plr_bridge, plr_australia, or cp_tubular_peril, but nothing has come close to the sheer genius that is trainsawlaser.
This map does look very nice, we'll have to see how it plays. The layout seems good enough, but testing is the only way to truly find out.
[quote=UEAKCrash]Hey everyone, you might know me as that jerk who made Trainsawlaser and Wubwubwub... [/quote]
aka the god that made trainsawlaser. The king of joke maps. I've tried to get something that good with plr_bridge, plr_australia, or cp_tubular_peril, but nothing has come close to the sheer genius that is trainsawlaser.
This map does look very nice, we'll have to see how it plays. The layout seems good enough, but testing is the only way to truly find out.
This map looks exceptionally pretty
This map looks exceptionally pretty
looks dope, thanks for the work
looks dope, thanks for the work
I'll be putting this up on my server for playtesting. Looks good!
I'll be putting this up on my server for playtesting. Looks good!
Hyce The king of joke maps.
Don't you mean Dr. Spud?
Also map looks well thought out and looks forward to seeing it in a league. It all ready looks better than warmererfront.
[quote=Hyce] The king of joke maps.[/quote]
Don't you mean Dr. Spud?
Also map looks well thought out and looks forward to seeing it in a league. It all ready looks better than warmererfront.
I just released an update to this. Check it out!
TF2Maps Thread
Changelog:
Map Changelog
Beta 7-
Lowered second capture zone to disallow capture while standing on surrounding walls
Added missing health/ ammo to Blu side
Fixed reflections issues (added more cubemap ents)
Fixed visible nodraws
Started optimizing lightmaps
Adjusted lighting
Beta 6-
Fixed missing clipping/ prop symmetry
Detailed final building interior! Finally!
Detailed final building! This was so much work it deserves two spots in the changelog
Added custom props created by Aly for the map
Adjusted detailing all around map
Added new railing in upper lobby
Moved health/ ammo at final
Added small health/ ammo on mid (ramp buildings next to center)
Minor timing tweaks
Massive lighting pass
Adjustged color correction
Added in spectator cameras
Easter eggs!
Optimized fucks given counter-- wait wrong map
Fly-Through Video
Video Changelog
Screenshots:
http://www.ueak.net/crash/maps/cp_glassworks/B7-1.jpg
http://www.ueak.net/crash/maps/cp_glassworks/B7-2.jpg
http://www.ueak.net/crash/maps/cp_glassworks/B7-3.jpg
http://www.ueak.net/crash/maps/cp_glassworks/B7-4.jpg
http://www.ueak.net/crash/maps/cp_glassworks/B7-5.jpg
http://www.ueak.net/crash/maps/cp_glassworks/B7-6.jpg
I just released an update to this. Check it out!
[url=http://forums.tf2maps.net/showthread.php?t=21433]TF2Maps Thread[/url]
Changelog:
[quote]Map Changelog
Beta 7-
Lowered second capture zone to disallow capture while standing on surrounding walls
Added missing health/ ammo to Blu side
Fixed reflections issues (added more cubemap ents)
Fixed visible nodraws
Started optimizing lightmaps
Adjusted lighting
Beta 6-
Fixed missing clipping/ prop symmetry
Detailed final building interior! Finally!
Detailed final building! This was so much work it deserves two spots in the changelog
Added custom props created by Aly for the map
Adjusted detailing all around map
Added new railing in upper lobby
Moved health/ ammo at final
Added small health/ ammo on mid (ramp buildings next to center)
Minor timing tweaks
Massive lighting pass
Adjustged color correction
Added in spectator cameras
Easter eggs!
Optimized fucks given counter-- wait wrong map[/quote]
[url=https://www.youtube.com/watch?v=5sDwyZCljoQ]Fly-Through Video[/url]
[url=https://www.youtube.com/watch?v=uAVJWUTQ69I]Video Changelog[/url]
Screenshots:
[img]http://www.ueak.net/crash/maps/cp_glassworks/B7-1.jpg[/img] [img]http://www.ueak.net/crash/maps/cp_glassworks/B7-2.jpg[/img] [img]http://www.ueak.net/crash/maps/cp_glassworks/B7-3.jpg[/img] [img]http://www.ueak.net/crash/maps/cp_glassworks/B7-4.jpg[/img] [img]http://www.ueak.net/crash/maps/cp_glassworks/B7-5.jpg[/img] [img]http://www.ueak.net/crash/maps/cp_glassworks/B7-6.jpg[/img]
those slopes entering second look EXCEPTIONALLY steep but i havent actually looked at them ingame so idk
those slopes entering second look EXCEPTIONALLY steep but i havent actually looked at them ingame so idk
they're unnaturally steep for dirt but it's not that bad gameplay wise. just pretend the ground was excavated.
they're unnaturally steep for dirt but it's not that bad gameplay wise. just pretend the ground was excavated.
There is a little pocket there that I could probably smooth out a bit.
edit:
Next version is a little less steep (other than right under the ramp which is intentionally not climbable)
http://i.imgur.com/k9yvu2m.jpg
There is a little pocket there that I could probably smooth out a bit.
edit:
Next version is a little less steep (other than right under the ramp which is intentionally not climbable)
[img]http://i.imgur.com/k9yvu2m.jpg[/img]
i like the look of that a whole lot better
i like the look of that a whole lot better
I love the death rays on RED last. The enclosed midpoint seems a bit unsettling to me, but who knows how it will play out.
I love the death rays on RED last. The enclosed midpoint seems a bit unsettling to me, but who knows how it will play out.
Rollout
(hastily done, too lazy to turn on viewmodels/turn off netgraph, etc.)
http://youtu.be/20vBPrAPDzU
The slide on the third jump can be a little finicky sometimes. Slides in tf2 are finicky by nature but sometimes I would slide into the post or past the health-pack. Overall I though the rollout was pretty fun and not too hard.
As for the map itself I think it has a lot of potential there are some areas which I doubt work well in 6's but it's difficult coming up with criticism on how to replace those parts of the map.
Rollout
(hastily done, too lazy to turn on viewmodels/turn off netgraph, etc.)
[youtube]http://youtu.be/20vBPrAPDzU[/youtube]
The slide on the third jump can be a little finicky sometimes. Slides in tf2 are finicky by nature but sometimes I would slide into the post or past the health-pack. Overall I though the rollout was pretty fun and not too hard.
As for the map itself I think it has a lot of potential there are some areas which I doubt work well in 6's but it's difficult coming up with criticism on how to replace those parts of the map.
NinjaDCRollout
(hastily done, too lazy to turn on viewmodels/turn off netgraph, etc.)
http://youtu.be/20vBPrAPDzU
The slide on the third jump can be a little finicky sometimes. Slides in tf2 are finicky by nature but sometimes I would slide into the post or past the health-pack. Overall I though the rollout was pretty fun and not too hard.
As for the map itself I think it has a lot of potential there are some areas which I doubt work well in 6's but it's difficult coming up with criticism on how to replace those parts of the map.
Very cool, thanks for recording it.
I've been practicing it myself when I'm running around the map looking for things to adjust, quite fun to pull off.
I still haven't had much 6s testing on the map, if anyone would like to give it a shot and let me know how the match goes, it'd help a lot. It's not something I have been shooting for, but a few proper tests with teams willing to go into it objectively could shed some light on it.
[quote=NinjaDC]Rollout
(hastily done, too lazy to turn on viewmodels/turn off netgraph, etc.)
[youtube]http://youtu.be/20vBPrAPDzU[/youtube]
The slide on the third jump can be a little finicky sometimes. Slides in tf2 are finicky by nature but sometimes I would slide into the post or past the health-pack. Overall I though the rollout was pretty fun and not too hard.
As for the map itself I think it has a lot of potential there are some areas which I doubt work well in 6's but it's difficult coming up with criticism on how to replace those parts of the map.[/quote]
Very cool, thanks for recording it.
I've been practicing it myself when I'm running around the map looking for things to adjust, quite fun to pull off.
I still haven't had much 6s testing on the map, if anyone would like to give it a shot and let me know how the match goes, it'd help a lot. It's not something I have been shooting for, but a few proper tests with teams willing to go into it objectively could shed some light on it.
Some screenshots of Glassworks with it's new 3d skybox:
[IMG]http://cloud-4.steampowered.com/ugc/39727086941742188/92992DB446D66C7F37C275C61F8C5BAFAB321E43/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/39727086941740921/7854F881E6B73C03816AAD5C9E61F921885379F5/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/39727086941739720/C497FCA675BAC0148F87B8AD0EB723959628D921/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/39727086941738226/B95D93E761ADD00A2544169E4F498AFC90338304/[/IMG]
B8 coming out very soon, might be the last version before RC1.
B8 released. Most likely final beta release before going to RC1, so if you have any feedback, get it to me soon!
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.
http://www.ueak.net/crash/maps/cp_glassworks/B8-3.png
http://www.ueak.net/crash/maps/cp_glassworks/B8-4.png
B8 released. Most likely final beta release before going to RC1, so if you have any feedback, get it to me soon!
[url=http://forums.tf2maps.net/showthread.php?t=21433]Downloads/ full screenshots here.[/url]
Changelog:
[quote]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.[/quote]
[img]http://www.ueak.net/crash/maps/cp_glassworks/B8-3.png[/img]
[img]http://www.ueak.net/crash/maps/cp_glassworks/B8-4.png[/img]
[url=http://youtu.be/5tJYQdmCiNw]Video Changelog for B8[/url]
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.
[url=http://www.ueak.net/crash/maps/cp_glassworks/cp_glassworks_rc1.zip]RC1 OF GLASSWORKS WOOO![/url] [url=http://www.ueak.net/crash/maps/cp_glassworks/cp_glassworks_rc1.bsp.bz2](bz2)[/url]
[quote]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[/quote]
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.
If Valve isn't going to make this map official, I swear to God...
If Valve isn't going to make this map official, I swear to God...
I can only hope!
Best way to get them to notice it is if it gets adopted by the community, though! So it's sort of out of my hands beyond promotion at this point.
I can only hope!
Best way to get them to notice it is if it gets adopted by the community, though! So it's sort of out of my hands beyond promotion at this point.
[url=https://www.youtube.com/watch?v=jVlHkPaJgaI]RC1 Video Changelog[/url]
Release Candidate 2 is out! (bz2)
Changelog:
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)
Implemented some changes based on feedback I got from B4nny as well as some minor stuff I've noticed while playing.
Pictures of the changes coming soon.
[url=http://crash.tf/maps/cp_glassworks_rc2.zip]Release Candidate 2 is out![/url] [url=http://crash.tf/maps/cp_glassworks_rc2.bsp.bz2](bz2)[/url]
Changelog:
[quote]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)[/quote]
Implemented some changes based on feedback I got from B4nny as well as some minor stuff I've noticed while playing.
Pictures of the changes coming soon.
[url=https://www.youtube.com/watch?v=-nF07d68PyA]Even better than pictures, here's a video changelog![/url]
Just posting to inform you we are going to use it in our Custom Maps championship in South America. :)
Just posting to inform you we are going to use it in our Custom Maps championship in South America. :)
Awesome! I look forward to hearing how it goes! I can't say the map is necessarily geared towards 6s, but I think it could still work.
Awesome! I look forward to hearing how it goes! I can't say the map is necessarily geared towards 6s, but I think it could still work.
So this is going to be in CEVO's preseason here next week, I'd love to get some 6s feedback on the map. If 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.
Plus as of now RC3 is basically a few minor visual changes, so it'd be good to get something more substantial so I can finally push out that update and maybe be close to _final.
So this is going to be in CEVO's preseason here next week, I'd love to get some 6s feedback on the map. If 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.
Plus as of now RC3 is basically a few minor visual changes, so it'd be good to get something more substantial so I can finally push out that update and maybe be close to _final.
UEAKCrashSo this is going to be in CEVO's preseason here next week, I'd love to get some 6s feedback on the map. If 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.
Plus as of now RC3 is basically a few minor visual changes, so it'd be good to get something more substantial so I can finally push out that update and maybe be close to _final.
Would be nice if ETF2L used this map in s20, but eh, I can only hope
[quote=UEAKCrash]So this is going to be in CEVO's preseason here next week, I'd love to get some 6s feedback on the map. If 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.
Plus as of now RC3 is basically a few minor visual changes, so it'd be good to get something more substantial so I can finally push out that update and maybe be close to _final.[/quote]
Would be nice if ETF2L used this map in s20, but eh, I can only hope
map is great for 6s, hope to see this map in esea
map is great for 6s, hope to see this map in esea