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Updating cp_snakewater
301
#301
cp_snakewater
8 Frags +
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

What a mess. _final1 should be fine so hopefully Valve patch it real soon....

[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]

What a mess. _final1 should be fine so hopefully Valve patch it real soon....
302
#302
6 Frags +

Fixed :D

http://www.teamfortress.com/post.php?id=47741

Fixed :D

http://www.teamfortress.com/post.php?id=47741
303
#303
cp_snakewater
3 Frags +
TimTumFixed :D

http://www.teamfortress.com/post.php?id=47741

Whoa, finally. Thanks for staying patient with the brokenness.

Hope you enjoy the update, and as always keep providing feedback and bug findings to keep improving the map!

Cheers,
chojje

[quote=TimTum]Fixed :D

http://www.teamfortress.com/post.php?id=47741[/quote]

Whoa, finally. Thanks for staying patient with the brokenness.

Hope you enjoy the update, and as always keep providing feedback and bug findings to keep improving the map!

Cheers,
chojje
304
#304
-5 Frags +

https://clips.twitch.tv/DaintyCourteousEndiveDuDudu

https://clips.twitch.tv/DaintyCourteousEndiveDuDudu
305
#305
9 Frags +

huge necro for a pic of the new snakewater kitchen

https://i.imgur.com/4qnwbfn.png

huge necro for a pic of the new snakewater kitchen
[img]https://i.imgur.com/4qnwbfn.png[/img]
306
#306
cp_snakewater
16 Frags +

Apparently there were some minor issues in the update shipped a few weeks ago. Apart from snakes crashing the map, please let me know below or in DM if you've found any problems.

Cheers,
chojje

Apparently there were some minor issues in the update shipped a few weeks ago. Apart from snakes crashing the map, please let me know below or in DM if you've found any problems.

Cheers,
chojje
307
#307
2 Frags +

hey, I don't know if those count as minor issues or they were intented changes, but the removal of the spam angles in left lobby (small gap behind the shelf thing next to the small health bottle) and under the tower on last kinda bug me as I don't think there were anything wrong with them, especially the first one. Would love to see those reverted or to understand the reasons behind those changes.

Thanks for all the other tweaks and improvements you've been doing otherwise still !

(also am a bit sad that you removed the ability to shoot rockets between the plank pile and the wall in saw before I was able to get a kill with this extremely niche spot).

hey, I don't know if those count as minor issues or they were intented changes, but the removal of the spam angles in left lobby (small gap behind the shelf thing next to the small health bottle) and under the tower on last kinda bug me as I don't think there were anything wrong with them, especially the first one. Would love to see those reverted or to understand the reasons behind those changes.

Thanks for all the other tweaks and improvements you've been doing otherwise still !

(also am a bit sad that you removed the ability to shoot rockets between the plank pile and the wall in saw before I was able to get a kill with this extremely niche spot).
308
#308
2 Frags +

Also an adjustment to respawn timers to make the map easier to push out of the last point on would be nice.

Also an adjustment to respawn timers to make the map easier to push out of the last point on would be nice.
309
#309
8 Frags +
Aelkyrhey, I don't know if those count as minor issues or they were intented changes, but the removal of the spam angles in left lobby (small gap behind the shelf thing next to the small health bottle) and under the tower on last kinda bug me as I don't think there were anything wrong with them, especially the first one. Would love to see those reverted or to understand the reasons behind those changes.

The reasoning behind the lobby change is chojje wanted to make sure the eliminate a lot of the splash issues that can occur with constructions like the one inside lobby, with all the gaps and the asymmetrical prop placement in both lobbies made for a decision to favor making the area splash consistent.
The reasoning behind closing the gap under tower are a multitude of sniper angles, sentry angle and inconsistent splash.

FactsMachineAlso an adjustment to respawn timers to make the map easier to push out of the last point on would be nice.

A new version has been sent to Valve about a month ago with a fix to the respawn timers along with fixes to the rest of the current issues, we're just waiting on Valve to push it.

[quote=Aelkyr]hey, I don't know if those count as minor issues or they were intented changes, but the removal of the spam angles in left lobby (small gap behind the shelf thing next to the small health bottle) and under the tower on last kinda bug me as I don't think there were anything wrong with them, especially the first one. Would love to see those reverted or to understand the reasons behind those changes.
[/quote]
The reasoning behind the lobby change is chojje wanted to make sure the eliminate a lot of the splash issues that can occur with constructions like the one inside lobby, with all the gaps and the asymmetrical prop placement in both lobbies made for a decision to favor making the area splash consistent.
The reasoning behind closing the gap under tower are a multitude of sniper angles, sentry angle and inconsistent splash.
[quote=FactsMachine]Also an adjustment to respawn timers to make the map easier to push out of the last point on would be nice.[/quote]
A new version has been sent to Valve about a month ago with a fix to the respawn timers along with fixes to the rest of the current issues, we're just waiting on Valve to push it.
310
#310
1 Frags +

Not being able to jump up onto the box in 1 crouch jump on snake last sucks and makes rotating harder on medic, Was this an intended change?

Not being able to jump up onto the box in 1 crouch jump on snake last sucks and makes rotating harder on medic, Was this an intended change?
311
#311
10 Frags +
CAP_CREATURENot being able to jump up onto the box in 1 crouch jump on snake last sucks and makes rotating harder on medic, Was this an intended change?

This was also fixed in the latest version that was sent to Valve.

[quote=CAP_CREATURE]Not being able to jump up onto the box in 1 crouch jump on snake last sucks and makes rotating harder on medic, Was this an intended change?[/quote]
This was also fixed in the latest version that was sent to Valve.
312
#312
0 Frags +

is there a download for the old final1? I'm trying to look at some demos but it appears they're all incoherent if they're pre-patch. id like to try looking at them with the old version.

is there a download for the old final1? I'm trying to look at some demos but it appears they're all incoherent if they're pre-patch. id like to try looking at them with the old version.
313
#313
9 Frags +

https://drive.google.com/file/d/1azSinoGaW7Qv-cIAbHuDgCtHZt7xO7NR/view

just for u zidgel

https://drive.google.com/file/d/1azSinoGaW7Qv-cIAbHuDgCtHZt7xO7NR/view

just for u zidgel
314
#314
0 Frags +
GrapeJuiceIIIhttps://drive.google.com/file/d/1azSinoGaW7Qv-cIAbHuDgCtHZt7xO7NR/view

just for u zidgel

Thank you, King

[quote=GrapeJuiceIII]https://drive.google.com/file/d/1azSinoGaW7Qv-cIAbHuDgCtHZt7xO7NR/view

just for u zidgel[/quote]
Thank you, King
315
#315
Chief Video Editor
25 Frags +

The next time you make an update to the map can you name it cp_snakewater_final2, PLEASE?

The next time you make an update to the map can you name it cp_snakewater_final2, PLEASE?
316
#316
9 Frags +
BeaterThe next time you make an update to the map can you name it cp_snakewater_final2, PLEASE?

i would probably blame valve not chojje

[quote=Beater]The next time you make an update to the map can you name it cp_snakewater_final2, PLEASE?[/quote]
i would probably blame valve not chojje
317
#317
cp_snakewater
13 Frags +
BeaterThe next time you make an update to the map can you name it cp_snakewater_final2, PLEASE?

I'd love to but yes, that's up to Valve...

[quote=Beater]The next time you make an update to the map can you name it cp_snakewater_final2, PLEASE?[/quote]

I'd love to but yes, that's up to Valve...
318
#318
cp_snakewater
24 Frags +

U49 DOWNLOAD LINK

Hi guys,

It's time for another Snakewater update run. Basically the main thing left to do after last year's update was to improve the situation of the spawn at last, where spawn points were random and inconsistent. The main change is to make the spawnroom more symmetrical, which leads to some resulting changes to the area near the spawn.

Here is the changelog for U49:

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
* 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

U49 DOWNLOAD LINK

This version is intended strictly for playtesting. I have been made aware that there are some big upcoming LAN tournaments. It is for tournament organisers to decide which map version to use; however I recommend using _final1 until any potential breaking bugs have been identified and the version has been added officially to the game.

I am looking forward to hearing your thoughts on this update! Let me know if there's any playtesting feedback. Thanks to JackyLegs for in-depth input on this version and the download link.

Cheers,
chojje

[url=https://dl.serveme.tf/maps/cp_snakewater_u49.bsp]U49 DOWNLOAD LINK[/url]

Hi guys,

It's time for another Snakewater update run. Basically the main thing left to do after last year's update was to improve the situation of the spawn at last, where spawn points were random and inconsistent. The main change is to make the spawnroom more symmetrical, which leads to some resulting changes to the area near the spawn.

Here is the changelog for U49:

[u]Changelog cp_snakewater_u49[/u]

* 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

[url=https://dl.serveme.tf/maps/cp_snakewater_u49.bsp]U49 DOWNLOAD LINK[/url]

This version is intended strictly for playtesting. I have been made aware that there are some big upcoming LAN tournaments. It is for tournament organisers to decide which map version to use; however I recommend using _final1 until any potential breaking bugs have been identified and the version has been added officially to the game.

I am looking forward to hearing your thoughts on this update! Let me know if there's any playtesting feedback. Thanks to JackyLegs for in-depth input on this version and the download link.

Cheers,
chojje
319
#319
2 Frags +

I think that having the taller building on mid for both sides would probably be better than having the shorter one just because it makes certain bombs easier. (I think it was the blu side on the current version of snake we use?)

https://clips.twitch.tv/ExquisiteProudNikudonSSSsss-Gf0LVflYuQq0G80p

I think that having the taller building on mid for both sides would probably be better than having the shorter one just because it makes certain bombs easier. (I think it was the blu side on the current version of snake we use?)

https://clips.twitch.tv/ExquisiteProudNikudonSSSsss-Gf0LVflYuQq0G80p
320
#320
cp_snakewater
0 Frags +
DomoCatFaceI think that having the taller building on mid for both sides would probably be better than having the shorter one just because it makes certain bombs easier. (I think it was the blu side on the current version of snake we use?)

https://clips.twitch.tv/ExquisiteProudNikudonSSSsss-Gf0LVflYuQq0G80p

Is more available bombs a strictly good thing?

[quote=DomoCatFace]I think that having the taller building on mid for both sides would probably be better than having the shorter one just because it makes certain bombs easier. (I think it was the blu side on the current version of snake we use?)

https://clips.twitch.tv/ExquisiteProudNikudonSSSsss-Gf0LVflYuQq0G80p[/quote]

Is more available bombs a strictly good thing?
321
#321
5 Frags +

"Strictly" is a strong word but I think limiting options is probably a bad thing for a map designer to do. Just my opinion of course and not a soldier player.

"Strictly" is a strong word but I think limiting options is probably a bad thing for a map designer to do. Just my opinion of course and not a soldier player.
322
#322
15 Frags +
chojjeDomoCatFaceI think that having the taller building on mid for both sides would probably be better than having the shorter one just because it makes certain bombs easier. (I think it was the blu side on the current version of snake we use?)

https://clips.twitch.tv/ExquisiteProudNikudonSSSsss-Gf0LVflYuQq0G80p

Is more available bombs a strictly good thing?

Considering the mid on this map already discourages being aggressive with nothing to block vision I think having more options is good

[quote=chojje][quote=DomoCatFace]I think that having the taller building on mid for both sides would probably be better than having the shorter one just because it makes certain bombs easier. (I think it was the blu side on the current version of snake we use?)

https://clips.twitch.tv/ExquisiteProudNikudonSSSsss-Gf0LVflYuQq0G80p[/quote]

Is more available bombs a strictly good thing?[/quote]

Considering the mid on this map already discourages being aggressive with nothing to block vision I think having more options is good
323
#323
3 Frags +

on final1 this wall is too low on blu side to do a high jump so i like having the higher wall on both sides here

https://cdn.discordapp.com/attachments/250346437261393921/996467331960143912/20220712202420_1.jpg

on final1 this wall is too low on blu side to do a high jump so i like having the higher wall on both sides here
[img]https://cdn.discordapp.com/attachments/250346437261393921/996467331960143912/20220712202420_1.jpg[/img]
324
#324
5 Frags +

Download the map and you will be in for a nice surprise.

Download the map and you will be in for a nice surprise.
325
#325
0 Frags +

The spawn points make teammates very close together at the start of each round - don't like it

The spawn points make teammates very close together at the start of each round - don't like it
326
#326
6 Frags +
DomoCatFace

whoops yes thats what i meant, i like the new version, not the wall i showed

[quote=DomoCatFace][/quote]
whoops yes thats what i meant, i like the new version, not the wall i showed
327
#327
-7 Frags +

https://cdn.discordapp.com/attachments/446581495134683138/998162685445292102/unknown.png

https://cdn.discordapp.com/attachments/446581495134683138/998162685445292102/unknown.png
328
#328
-1 Frags +

https://gyazo.com/d11483122dd7baa4aa8565a305bba37e this light clipping through the logs!!!

https://gyazo.com/d11483122dd7baa4aa8565a305bba37e this light clipping through the logs!!!
329
#329
4 Frags +

https://www.youtube.com/watch?v=L3nA9Yymevw
bit of feedback concerning the changes to one of the spawndoors on last

also a suggestion I forgot:
if you add an obstacle like a small wooden crate on the container you block part of the sniper sightline from dropdown which should make it better to hold that side as medic
https://i.imgur.com/s3VVUvf.png

https://www.youtube.com/watch?v=L3nA9Yymevw
bit of feedback concerning the changes to one of the spawndoors on last

also a suggestion I forgot:
if you add an obstacle like a small wooden crate on the container you block part of the sniper sightline from dropdown which should make it better to hold that side as medic
https://i.imgur.com/s3VVUvf.png
330
#330
cp_snakewater
3 Frags +
xobilehttps://cdn.discordapp.com/attachments/446581495134683138/998162685445292102/unknown.png

What am I looking at?

Tobhttps://www.youtube.com/watch?v=L3nA9Yymevw
bit of feedback concerning the changes to one of the spawndoors on last

also a suggestion I forgot:
if you add an obstacle like a small wooden crate on the container you block part of the sniper sightline from dropdown which should make it better to hold that side as medic
https://i.imgur.com/s3VVUvf.png

Cheers for the feedback.

[quote=xobile]https://cdn.discordapp.com/attachments/446581495134683138/998162685445292102/unknown.png[/quote]

What am I looking at?

[quote=Tob]https://www.youtube.com/watch?v=L3nA9Yymevw
bit of feedback concerning the changes to one of the spawndoors on last

also a suggestion I forgot:
if you add an obstacle like a small wooden crate on the container you block part of the sniper sightline from dropdown which should make it better to hold that side as medic
https://i.imgur.com/s3VVUvf.png[/quote]

Cheers for the feedback.
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