No worries, glad you worked it out. The part you're working on is mainly intended to explain the fresnel effect, because it's really important to understand how it works when you're rendering reflective surfaces like glass or water and if you would create your own shaders from scratch sometime in the future this comes into play. As I think I said in the tut don't pay too much attention to the chrome environment I used, you could just grab any image from google and map the reflectivity with that instead and probably get a nicer result, but you need to map it when you have any object in isolation like that and I just wanted to include it in the tut because people sometimes forget it and even though they have a perfectly good shader it won't look nice because the reflections aren't working.
Also there's just one spot in that scene so you'd always need a lot more light than that to get good glass which you'll get to in the later parts when you'll render with in mental ray with Image Based Lighting and FG. Remember that this technique with IBL is something you can use in any case where you have a scene with only a few objects and no real environment for them to reflect, you'll just have to wait for your renders for a while
I included the probe I used with the tutorial because I find it works well with glass, but if you look in the resources section http://www.simply3dworld.com/downloa...=none&typeid=3
under HDRI you can get some other probes to try out (I'm not sure how good these are though, I've never used them, but if you search google you'll find tons of free probes). It basically comes down to finding a probe that gives you the result you want in cases like this.