Hey,
Just released u16, it may be bug ridden but I've fixed most stuff posted in the thread so far. Splash bug should be mostly eradicated...
Updated to u16: https://www.dropbox.com/s/ixohacnbqanipen/cp_snakewater_u16.bsp?dl=0
Changelog u16:
* Made most aesthetic elements less intrusive and non-solid to restrict splash bug issues
* Fixed a lot of visual issues
* Tweaked some clips
Found some lighting bugs already, especially a very dark rock near red last.
I'd recommend not using this version for any official play until it's been confirmed bug free.
Cheers,
chojje
Hey,
Just released u16, it may be bug ridden but I've fixed most stuff posted in the thread so far. Splash bug should be mostly eradicated...
[size=16]Updated to u16: https://www.dropbox.com/s/ixohacnbqanipen/cp_snakewater_u16.bsp?dl=0[/size]
[u]Changelog u16:[/u]
* Made most aesthetic elements less intrusive and non-solid to restrict splash bug issues
* Fixed a lot of visual issues
* Tweaked some clips
Found some lighting bugs already, especially a very dark rock near red last.
I'd recommend not using this version for any official play until it's been confirmed bug free.
Cheers,
chojje
great work.
why is the lighting so different? didn't valve change your version to make it darker when it was made official? or did you do that
great work.
why is the lighting so different? didn't valve change your version to make it darker when it was made official? or did you do that
Alfiegreat work.
why is the lighting so different? didn't valve change your version to make it darker when it was made official? or did you do that
That's surprising, I didn't change anything between _final1 and _u16 (which is based on Valve's internal version).
[quote=Alfie]great work.
why is the lighting so different? didn't valve change your version to make it darker when it was made official? or did you do that[/quote]
That's surprising, I didn't change anything between _final1 and _u16 (which is based on Valve's internal version).
chojjeAlfiegreat work.
why is the lighting so different? didn't valve change your version to make it darker when it was made official? or did you do that
That's surprising, I didn't change anything between _final1 and _u16 (which is based on Valve's internal version).
I have no idea how hammer works but maybe it's how you're compiling it, or some hammer setting you have set different to Valve's. but without a doubt _u16 is much brighter.
[quote=chojje][quote=Alfie]great work.
why is the lighting so different? didn't valve change your version to make it darker when it was made official? or did you do that[/quote]
That's surprising, I didn't change anything between _final1 and _u16 (which is based on Valve's internal version).[/quote]
I have no idea how hammer works but maybe it's how you're compiling it, or some hammer setting you have set different to Valve's. but without a doubt _u16 is much brighter.
The lighting is much brighter, particularly on the bottom part of this train. It just looks wrong:
https://i.imgur.com/Sls2z9t.jpg
The 2nd spawns have clipping coming through the ceiling:
https://i.imgur.com/ZWGK0u0.jpg
The diagonal clipping in the corner next to the bridges goes too deep:
https://i.imgur.com/opPFF3Z.jpg
The last points have this weird black thing between the concrete with the traffic cone and the nearby rock:
https://i.imgur.com/48ZzVrR.jpg
These lanterns in the africas both have different shadows when they should arguably have none:
https://i.imgur.com/q62TNjm.jpg
This clipping in saw does not reach the ceiling:
https://i.imgur.com/y8fCI8s.jpg
This z-fighting with clipping does not occur in the red kitchen (not an actual issue but evidence of some kind of anti-symmetry):
https://i.imgur.com/5XUuKzm.jpg
The left part of this fence next to saw is floating:
https://i.imgur.com/CxrgwxQ.jpg
Light leaks from above dropdown:
https://i.imgur.com/BqNs7Hz.jpg
The tiled floor in spawn should probably be shifted by half a tile in both axis so that the tiles line up with all 4 walls:
https://i.imgur.com/p31xRmZ.jpg
In the very center of this image there is a square of light texture which only occurs on the blue side:
https://i.imgur.com/gytgNLC.jpg
The shadow here starts too late:
https://i.imgur.com/y68JkDt.jpg
This texture is too dark:
https://i.imgur.com/QyS5NiR.jpg
The diagonal part of this texture is thinner than the axis-aligned one which can probably be avoided (or another on-grid layout can be found which better approximates the size we would expect it to have):
https://i.imgur.com/5hWVkPw.jpg
The lighting is much brighter, particularly on the bottom part of this train. It just looks wrong:[img]https://i.imgur.com/Sls2z9t.jpg[/img]
The 2nd spawns have clipping coming through the ceiling:[img]https://i.imgur.com/ZWGK0u0.jpg[/img]
The diagonal clipping in the corner next to the bridges goes too deep:[img]https://i.imgur.com/opPFF3Z.jpg[/img]
The last points have this weird black thing between the concrete with the traffic cone and the nearby rock:[img]https://i.imgur.com/48ZzVrR.jpg[/img]
These lanterns in the africas both have different shadows when they should arguably have none:[img]https://i.imgur.com/q62TNjm.jpg[/img]
This clipping in saw does not reach the ceiling:[img]https://i.imgur.com/y8fCI8s.jpg[/img]
This z-fighting with clipping does not occur in the red kitchen (not an actual issue but evidence of some kind of anti-symmetry):[img]https://i.imgur.com/5XUuKzm.jpg[/img]
The left part of this fence next to saw is floating:[img]https://i.imgur.com/CxrgwxQ.jpg[/img]
Light leaks from above dropdown:[img]https://i.imgur.com/BqNs7Hz.jpg[/img]
The tiled floor in spawn should probably be shifted by half a tile in both axis so that the tiles line up with all 4 walls:[img]https://i.imgur.com/p31xRmZ.jpg[/img]
In the very center of this image there is a square of light texture which only occurs on the blue side:[img]https://i.imgur.com/gytgNLC.jpg[/img]
The shadow here starts too late:[img]https://i.imgur.com/y68JkDt.jpg[/img]
This texture is too dark:[img]https://i.imgur.com/QyS5NiR.jpg[/img]
The diagonal part of this texture is thinner than the axis-aligned one which can probably be avoided (or another on-grid layout can be found which better approximates the size we would expect it to have):[img]https://i.imgur.com/5hWVkPw.jpg[/img]
AlfiechojjeAlfiegreat work.
why is the lighting so different? didn't valve change your version to make it darker when it was made official? or did you do that
That's surprising, I didn't change anything between _final1 and _u16 (which is based on Valve's internal version).
I have no idea how hammer works but maybe it's how you're compiling it, or some hammer setting you have set different to Valve's. but without a doubt _u16 is much brighter.
Alright I figured it out, apparently shadowing on props is completely broken in u16 as I missed some settings, apart from that it's exactly the same lighting.
[quote=Alfie][quote=chojje][quote=Alfie]great work.
why is the lighting so different? didn't valve change your version to make it darker when it was made official? or did you do that[/quote]
That's surprising, I didn't change anything between _final1 and _u16 (which is based on Valve's internal version).[/quote]
I have no idea how hammer works but maybe it's how you're compiling it, or some hammer setting you have set different to Valve's. but without a doubt _u16 is much brighter.[/quote]
Alright I figured it out, apparently shadowing on props is completely broken in u16 as I missed some settings, apart from that it's exactly the same lighting.
Thanks for the input. I just released u17 with some minor gameplay fixes, loads of tiny visual things, and fixed lighting.
Updated to u17: https://www.dropbox.com/s/h4n2gif985snaxk/cp_snakewater_u17.bsp?dl=0
Changelog u17:
* Further improved detailing with regards to splash bug issues
* Fixed a lot of visual issues
* Fixed roof awnings being solid
* Changed some walls to make them easier to rocket jump from
* Full lighting compile
As you can tell I haven't done anything about wall bug issues discussed above - in fact I am contemplating ignoring it as it should really be dealt with from a rules perspective; and hopefully it will be removed once Ricochet 2 is released. It would take a lot of reworking to handle it with limited effect on the experience.
Again, I'd recommend not using this version for any official play until it's been confirmed bug free.
Cheers,
chojje
Thanks for the input. I just released u17 with some minor gameplay fixes, loads of tiny visual things, and fixed lighting.
[size=17]Updated to u17: https://www.dropbox.com/s/h4n2gif985snaxk/cp_snakewater_u17.bsp?dl=0[/size]
[u]Changelog u17:[/u]
* Further improved detailing with regards to splash bug issues
* Fixed a lot of visual issues
* Fixed roof awnings being solid
* Changed some walls to make them easier to rocket jump from
* Full lighting compile
As you can tell I haven't done anything about wall bug issues discussed above - in fact I am contemplating ignoring it as it should really be dealt with from a rules perspective; and hopefully it will be removed once Ricochet 2 is released. It would take a lot of reworking to handle it with limited effect on the experience.
Again, I'd recommend not using this version for any official play until it's been confirmed bug free.
Cheers,
chojje
ETF2L does have stance/ruling on wallbugs. If you are in a spot that gives you an advantageous position from where you can't be shot. I don't think there is any of those on snakewater
This was banned https://clips.twitch.tv/CalmOriginalTubersGrammarKing
But then it was fixed on a new version of product.
ETF2L does have stance/ruling on wallbugs. If you are in a spot that gives you an advantageous position from where you can't be shot. I don't think there is any of those on snakewater
This was banned https://clips.twitch.tv/CalmOriginalTubersGrammarKing
But then it was fixed on a new version of product.
chojjeAs you can tell I haven't done anything about wall bug issues discussed above - in fact I am contemplating ignoring it as it should really be dealt with from a rules perspective; and hopefully it will be removed once TF3 is released
tf3 officially confirmed PogChamp
[quote=chojje]
As you can tell I haven't done anything about wall bug issues discussed above - in fact I am contemplating ignoring it as it should really be dealt with from a rules perspective; and hopefully [b]it will be removed once TF3 is released[/b][/quote]
tf3 officially confirmed PogChamp
AlfieETF2L does have stance/ruling on wallbugs. If you are in a spot that gives you an advantageous position from where you can't be shot. I don't think there is any of those on snakewater
This was banned https://clips.twitch.tv/CalmOriginalTubersGrammarKing
But then it was fixed on a new version of product.
I'm open to change my mind if there is enough opinion to do so, especially if the league admins consider it a large issue. However it feels odd that such a clear cut glitch should be allowed whatsoever.
[quote=Alfie]ETF2L does have stance/ruling on wallbugs. If you are in a spot that gives you an advantageous position from where you can't be shot. I don't think there is any of those on snakewater
This was banned https://clips.twitch.tv/CalmOriginalTubersGrammarKing
But then it was fixed on a new version of product.[/quote]
I'm open to change my mind if there is enough opinion to do so, especially if the league admins consider it a large issue. However it feels odd that such a clear cut glitch should be allowed whatsoever.
Updated to u18 with some minor changes.
https://www.dropbox.com/s/h7hb9zpfpb3utv2/cp_snakewater_u18.bsp?dl=0
Changelog u18:
* Can't remember but small polishes
* Made the fence near yard closed to projectiles
This one should be pretty bug proof. In a week I am sending it off to Valve and calling this update session done. Thanks for all the input!
Cheers,
chojje
Updated to u18 with some minor changes.
[size=17]https://www.dropbox.com/s/h7hb9zpfpb3utv2/cp_snakewater_u18.bsp?dl=0[/size]
[u]Changelog u18:[/u]
* Can't remember but small polishes
* Made the fence near yard closed to projectiles
This one should be pretty bug proof. In a week I am sending it off to Valve and calling this update session done. Thanks for all the input!
Cheers,
chojje
Here's the final update of this update session, u19 just released. I've sent this to Valve, so hopefully we'll se a much smoother version of the map ingame soon.
https://www.dropbox.com/s/n680kdzlc20lf3q/cp_snakewater_u19.bsp?dl=0
Changelog u19:
* Small bug fixes
* Small visual fixes
Thanks to everyone who's helped out this time around, nice to see people still passionate about TF2 maps. This update session has given me a lot of insight in what makes a good competitive map, and hopefully I will be able to integrate this in my next map project.
Cheers,
chojje
Here's the final update of this update session, u19 just released. I've sent this to Valve, so hopefully we'll se a much smoother version of the map ingame soon.
https://www.dropbox.com/s/n680kdzlc20lf3q/cp_snakewater_u19.bsp?dl=0
[u]Changelog u19:[/u]
* Small bug fixes
* Small visual fixes
Thanks to everyone who's helped out this time around, nice to see people still passionate about TF2 maps. This update session has given me a lot of insight in what makes a good competitive map, and hopefully I will be able to integrate this in my next map project.
Cheers,
chojje
chojjehopefully I will be able to integrate this in my next map project.
pog
[quote=chojje]
hopefully I will be able to integrate this in my next map project.
[/quote]
pog
https://clips.twitch.tv/BoredMagnificentAyeayeUnSane
o no chojje
Alfiehttps://clips.twitch.tv/BoredMagnificentAyeayeUnSane
o no chojje
Oops
This is a bug!! The people responsible for that clip brush have been sacked. I have contacted Valve to get a hotfix out, in the meantime, please use _u18 where the bug is not present.
[quote=Alfie]https://clips.twitch.tv/BoredMagnificentAyeayeUnSane
o no chojje[/quote]
Oops
This is a bug!! The people responsible for that clip brush have been sacked. I have contacted Valve to get a hotfix out, in the meantime, please use _u18 where the bug is not present.
[img]https://i.imgur.com/qtmdwAj.jpg[/img]
tested tonight on _final1
appears to have been an update that just fixed some of these issues
edit: fixed the red kitchen hiding spot didn't fix this bug
Twiggyhttps://i.imgur.com/qtmdwAj.jpg
tested tonight on _final1
appears to have been an update that just fixed some of these issues
edit: fixed the red kitchen hiding spot didn't fix this bug
[quote=Twiggy][img]https://i.imgur.com/qtmdwAj.jpg[/img]
tested tonight on _final1[/quote]
Twiggyhttps://i.imgur.com/qtmdwAj.jpg
tested tonight on _final1
Note to self, don't break what isn't broken
[quote=Twiggy][img]https://i.imgur.com/qtmdwAj.jpg[/img]
tested tonight on _final1[/quote]
Note to self, don't break what isn't broken
[youtube]https://youtu.be/JzF1lOkhDfI[/youtube]
xd
oh my god what the fuck how is this still going on valve
oh my god what the fuck how is this still going on valve
can you make it symmetrical
can you make it symmetrical
This slope in lobby is poorly lit causing player models to be very dark, almost black. For some reason it's worse on red side. Just adding 1 lamp could fix it entirely.
https://i.imgur.com/YV1J2A3.jpg
https://i.imgur.com/jD9YcM0.jpg
edit: if this is just my config someone please inform me on how to fix this
This slope in lobby is poorly lit causing player models to be very dark, almost black. For some reason it's worse on red side. Just adding 1 lamp could fix it entirely.
[img]https://i.imgur.com/YV1J2A3.jpg[/img]
[img]https://i.imgur.com/jD9YcM0.jpg[/img]
edit: if this is just my config someone please inform me on how to fix this
Thanks for tending to the out of bounds problem. Quick question though: what happened to the Harbleu poster? Also can you please slip at least one snake into the map. idc how hidden it is
Thanks for tending to the out of bounds problem. Quick question though: what happened to the Harbleu poster? Also can you please slip at least one snake into the map. idc how hidden it is
sheafThanks for tending to the out of bounds problem. Quick question though: what happened to the Harbleu poster? Also can you please slip at least one snake into the map. idc how hidden it is
The poster was never added to the official map, maybe snakes were there at one point but they haven't been in recent years. Same thing with the cheese iirc. Valve is against using those custom models in official maps for some reason. Probably has something to do with legal issues, but idk the details
[quote=sheaf]Thanks for tending to the out of bounds problem. Quick question though: what happened to the Harbleu poster? Also can you please slip at least one snake into the map. idc how hidden it is[/quote]
The poster was never added to the official map, maybe snakes were there at one point but they haven't been in recent years. Same thing with the cheese iirc. Valve is against using those custom models in official maps for some reason. Probably has something to do with legal issues, but idk the details
Collaideedit: if this is just my config someone please inform me on how to fix this
r_worldlightmin 0.002
r_worldlights 4
[quote=Collaide]
edit: if this is just my config someone please inform me on how to fix this[/quote]
r_worldlightmin 0.002
r_worldlights 4
Regarding the out of bounds bug - I sent Valve a new version immediately when it was discovered, but for whatever reason they haven't patched it yet, likely waiting for the next general patch for the game. Meanwhile, I suggest using _u18 for leagues as it should be bug free. Sorry about this!
sheafThanks for tending to the out of bounds problem. Quick question though: what happened to the Harbleu poster? Also can you please slip at least one snake into the map. idc how hidden it is
I couldn't add any custom content as the map shipped, so sadly neither snakes nor posters are possible.
Regarding the out of bounds bug - I sent Valve a new version immediately when it was discovered, but for whatever reason they haven't patched it yet, likely waiting for the next general patch for the game. Meanwhile, I suggest using _u18 for leagues as it should be bug free. Sorry about this!
[quote=sheaf]Thanks for tending to the out of bounds problem. Quick question though: what happened to the Harbleu poster? Also can you please slip at least one snake into the map. idc how hidden it is[/quote]
I couldn't add any custom content as the map shipped, so sadly neither snakes nor posters are possible.
https://www.youtube.com/watch?v=AeAczfDlLeE&feature=youtu.be
This happened multiple times during the game. It can seems to occur randomly and can be either from respawning, resubbing and class switching. It happened to several people from both teams aswell. Other teams are having the same issue and can be seen to be reported in the ETF2L Discord. This game was on u18 for this season of ETF2L
https://www.youtube.com/watch?v=AeAczfDlLeE&feature=youtu.be
This happened multiple times during the game. It can seems to occur randomly and can be either from respawning, resubbing and class switching. It happened to several people from both teams aswell. Other teams are having the same issue and can be seen to be reported in the ETF2L Discord. This game was on u18 for this season of ETF2L
AustinNhttps://www.youtube.com/watch?v=AeAczfDlLeE&feature=youtu.be
This happened multiple times during the game. It can seems to occur randomly and can be either from respawning, resubbing and class switching. It happened to several people from both teams aswell. Other teams are having the same issue and can be seen to be reported in the ETF2L Discord. This game was on u18 for this season of ETF2L
+1 https://youtu.be/KmUrAUYIwng
[quote=AustinN]https://www.youtube.com/watch?v=AeAczfDlLeE&feature=youtu.be
This happened multiple times during the game. It can seems to occur randomly and can be either from respawning, resubbing and class switching. It happened to several people from both teams aswell. Other teams are having the same issue and can be seen to be reported in the ETF2L Discord. This game was on u18 for this season of ETF2L[/quote]
+1 https://youtu.be/KmUrAUYIwng
We've decided to revert back to _final1 while strictly banning the out of bounds bug. If anyone still decides to use the bugged spot in an official match despite it being banned then we recommend reaching out to any ETF2L admin for a match complaint.
We've decided to revert back to _final1 while strictly banning the out of bounds bug. If anyone still decides to use the bugged spot in an official match despite it being banned then we recommend reaching out to any ETF2L admin for a match complaint.