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Snakewater last getting fixed in latest TF2 update
1
#1
0 Frags +

It was clearly too easy to cap last previously

https://i.imgur.com/gMW485i.png

It was clearly too easy to cap last previously [img]https://i.imgur.com/gMW485i.png[/img]
2
#2
33 Frags +

https://steamuserimages-a.akamaihd.net/ugc/1794145302691134884/CFE43DFB2C6F2F734C64179E7FD24365BA2789EC/

THANK YOU

[img]https://steamuserimages-a.akamaihd.net/ugc/1794145302691134884/CFE43DFB2C6F2F734C64179E7FD24365BA2789EC/[/img]
THANK YOU
3
#3
5 Frags +

is it common opinion yet that snakewater last is horrible? seems like every time someone sets up a gun in the b4nny spot there's an absurdly long stalemate

is it common opinion yet that snakewater last is horrible? seems like every time someone sets up a gun in the b4nny spot there's an absurdly long stalemate
4
#4
Twitch Prime
24 Frags +

make grass on last no-build

make grass on last no-build
5
#5
-7 Frags +

increasing the cap time is ridiculous it's already the easiest last to hold with uber disadv

as for the sentry gun on last this wouldn't be a problem if it was easier to convert uber advantage into rounds. Besides, keep on feeding 3 players and the opponent will come out

increasing the cap time is ridiculous it's already the easiest last to hold with uber disadv

as for the sentry gun on last this wouldn't be a problem if it was easier to convert uber advantage into rounds. Besides, keep on feeding 3 players and the opponent will come out
6
#6
12 Frags +
chojjeChangelog cp_snakewater_u49

* minor visual fixes
* minor clipping/blockbullet fixes
* reworked spawnroom at last
*** this change is intended to reduce the randomness of spawnpoints
* slightly increased cap time on last
*** this is done to account for longer travel time to the point

* fixed some mirroring issues
* minor detailing
* re-added area for competitive mode
* reworked mid slightly to make it more mirrored
* enforced strict OSHA regulations
* increased sustenance and biodiversity
[quote=chojje]Changelog cp_snakewater_u49

* minor visual fixes
* minor clipping/blockbullet fixes
* reworked spawnroom at last
*** this change is intended to reduce the randomness of spawnpoints
[u]* slightly increased cap time on last
*** this is done to account for longer travel time to the point[/u]
* fixed some mirroring issues
* minor detailing
* re-added area for competitive mode
* reworked mid slightly to make it more mirrored
* enforced strict OSHA regulations
* increased sustenance and biodiversity[/quote]
7
#7
12 Frags +

hmm

the tank on the left side door (from the defenders pov) has disappeared.. this is a bit more than fixing the cap time

https://i.imgur.com/K4j0rxu.jpeg

hmm

the tank on the left side door (from the defenders pov) has disappeared.. this is a bit more than fixing the cap time

[img]https://i.imgur.com/K4j0rxu.jpeg[/img]
8
#8
43 Frags +

guys these updates arent new its just that nobody cared to even try out the changes that the guy posted here

guys these updates arent new its just that nobody cared to even try out the changes that the guy posted here
9
#9
12 Frags +
Twiggyincreasing the cap time is ridiculous it's already the easiest last to hold with uber disadv

as for the sentry gun on last this wouldn't be a problem if it was easier to convert uber advantage into rounds. Besides, keep on feeding 3 players and the opponent will come out

From what I heard the difference is .2 seconds longer to cap now.

[quote=Twiggy]increasing the cap time is ridiculous it's already the easiest last to hold with uber disadv

as for the sentry gun on last this wouldn't be a problem if it was easier to convert uber advantage into rounds. Besides, keep on feeding 3 players and the opponent will come out[/quote]

From what I heard the difference is .2 seconds longer to cap now.
10
#10
27 Frags +

https://streamable.com/3uhmqj
u can walk across the whole ledge lol

https://streamable.com/3uhmqj
u can walk across the whole ledge lol
11
#11
cp_snakewater
22 Frags +
donovinhttps://streamable.com/3uhmqj
u can walk across the whole ledge lol

Thanks, no idea how this is possible but I'll send a hotfix to Valve ASAP. If there are any other glaring things let me know and I will include it in the update as well.

Cheers,
chojje

[quote=donovin]https://streamable.com/3uhmqj
u can walk across the whole ledge lol[/quote]

Thanks, no idea how this is possible but I'll send a hotfix to Valve ASAP. If there are any other glaring things let me know and I will include it in the update as well.

Cheers,
chojje
12
#12
6 Frags +

can we come up with another name for it, like I love watching old snake demos but I have to find some archive for it. If not I am going to assume its a valve thing then.

can we come up with another name for it, like I love watching old snake demos but I have to find some archive for it. If not I am going to assume its a valve thing then.
13
#13
4 Frags +

trust me Dan you will not have to look very hard for the archive anymore

trust me Dan you will not have to look very hard for the archive anymore
14
#14
-7 Frags +
alfredodancan we come up with another name for it, like I love watching old snake demos but I have to find some archive for it. If not I am going to assume its a valve thing then.

watersnake

[quote=alfredodan]can we come up with another name for it, like I love watching old snake demos but I have to find some archive for it. If not I am going to assume its a valve thing then.[/quote]

watersnake
15
#15
6 Frags +
chojje
Thanks, no idea how this is possible but I'll send a hotfix to Valve ASAP. If there are any other glaring things let me know and I will include it in the update as well.

Cheers,
chojje

The boxes/crate on last beside dropdown is super buggy. You just kind of get stuck if you jump and strafe into it, so climbing up the boxes feels dreadful now. You just get stuck/start wallbugging all the time.

https://streamable.com/tjeojz

[quote=chojje]

Thanks, no idea how this is possible but I'll send a hotfix to Valve ASAP. If there are any other glaring things let me know and I will include it in the update as well.

Cheers,
chojje[/quote]

The boxes/crate on last beside dropdown is super buggy. You just kind of get stuck if you jump and strafe into it, so climbing up the boxes feels dreadful now. You just get stuck/start wallbugging all the time.

https://streamable.com/tjeojz
16
#16
-20 Frags +

ive walked straight under to last point and capped it in front of the entire enemy team's face literally an uncountable number of times, it was almost easier than frontcapping blands last through bottom right. the change doesnt surprise me

i miss the boiler spot though

ive walked straight under to last point and capped it in front of the entire enemy team's face literally an uncountable number of times, it was almost easier than frontcapping blands last through bottom right. the change doesnt surprise me

i miss the boiler spot though
17
#17
cp_snakewater
2 Frags +
chellchojje
Thanks, no idea how this is possible but I'll send a hotfix to Valve ASAP. If there are any other glaring things let me know and I will include it in the update as well.

Cheers,
chojje

The boxes/crate on last beside dropdown is super buggy. You just kind of get stuck if you jump and strafe into it, so climbing up the boxes feels dreadful now. You just get stuck/start wallbugging all the time.

https://streamable.com/tjeojz

Did this change with this update? I don't think that geometry has changed.

[quote=chell][quote=chojje]

Thanks, no idea how this is possible but I'll send a hotfix to Valve ASAP. If there are any other glaring things let me know and I will include it in the update as well.

Cheers,
chojje[/quote]

The boxes/crate on last beside dropdown is super buggy. You just kind of get stuck if you jump and strafe into it, so climbing up the boxes feels dreadful now. You just get stuck/start wallbugging all the time.

https://streamable.com/tjeojz[/quote]

Did this change with this update? I don't think that geometry has changed.
18
#18
7 Frags +

could be a coordinate wallbug which doesnt rly care about the geometry, just the actual map coordinates which may have moved slightly

could be a coordinate wallbug which doesnt rly care about the geometry, just the actual map coordinates which may have moved slightly
19
#19
-1 Frags +
chojje Did this change with this update? I don't think that geometry has changed.

It definitely wasn't like this before. You honestly can't even jump up these crates reliably without some wizardry happening. ofc in the video I was trying to exaggerate it, but it was noticeable pretty much instantly in game.

[quote=chojje] Did this change with this update? I don't think that geometry has changed.[/quote]

It definitely wasn't like this before. You honestly can't even jump up these crates reliably without some wizardry happening. ofc in the video I was trying to exaggerate it, but it was noticeable pretty much instantly in game.
20
#20
10 Frags +
RoLive walked straight under to last point and capped it in front of the entire enemy team's face literally an uncountable number of times, it was almost easier than frontcapping blands last through bottom right. the change doesnt surprise me

i miss the boiler spot though

Idk if that’s the maps problem bro

[quote=RoL]ive walked straight under to last point and capped it in front of the entire enemy team's face literally an uncountable number of times, it was almost easier than frontcapping blands last through bottom right. the change doesnt surprise me

i miss the boiler spot though[/quote]
Idk if that’s the maps problem bro
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