UEAKCrash
Account Details
SteamID64 76561197960948593
SteamID3 [U:1:682865]
SteamID32 STEAM_0:1:341432
Country United States
Signed Up July 28, 2014
Last Posted October 12, 2015 at 3:28 PM
Posts 45 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
1 2 3
#28 cp_glassworks (5cp) in Map Discussion

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.

posted about 10 years ago
#51 CEVO s6 maps in Map Discussion

Watching matches played by solid teams is SUPER useful to the mapping process. I'm excited to see how things go on Glassworks. Thanks for running it in the preseason!

If there are any minor things I could change to make the map more fitting for 6s that wouldn't hurt it for HL or pub play, I'd gladly look into them.

posted about 10 years ago
#27 cp_glassworks (5cp) in Map Discussion

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.

posted about 10 years ago
#25 cp_glassworks (5cp) in Map Discussion

Even better than pictures, here's a video changelog!

posted about 10 years ago
#24 cp_glassworks (5cp) in Map Discussion

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.

posted about 10 years ago
#23 cp_glassworks (5cp) in Map Discussion

RC1 Video Changelog

posted about 10 years ago
#22 cp_glassworks (5cp) in Map Discussion

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.

posted about 10 years ago
#20 cp_glassworks (5cp) in Map Discussion

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.

posted about 10 years ago
#19 cp_glassworks (5cp) in Map Discussion

Video Changelog for B8

posted about 10 years ago
#18 cp_glassworks (5cp) in Map Discussion

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

posted about 10 years ago
#17 cp_glassworks (5cp) in Map Discussion

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

http://cloud-4.steampowered.com/ugc/39727086941742188/92992DB446D66C7F37C275C61F8C5BAFAB321E43/

http://cloud-4.steampowered.com/ugc/39727086941740921/7854F881E6B73C03816AAD5C9E61F921885379F5/

http://cloud-4.steampowered.com/ugc/39727086941739720/C497FCA675BAC0148F87B8AD0EB723959628D921/

http://cloud-4.steampowered.com/ugc/39727086941738226/B95D93E761ADD00A2544169E4F498AFC90338304/

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

posted about 10 years ago
#16 cp_glassworks (5cp) in Map Discussion
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.

posted about 10 years ago
#12 cp_glassworks (5cp) in Map Discussion

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

posted about 10 years ago
#8 cp_glassworks (5cp) in Map Discussion

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

posted about 10 years ago
#1 cp_glassworks (5cp) in Map Discussion

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!

posted about 10 years ago
1 2 3