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Updating cp_snakewater
61
#61
0 Frags +

Both Red and Blu saw area:

https://i.gyazo.com/e660649902cb1cea744c50eaada24b5c.png

Both Red and Blu saw area:
[img]https://i.gyazo.com/e660649902cb1cea744c50eaada24b5c.png[/img]
62
#62
21 Frags +
Kond3PBoth Red and Blu saw area:
https://i.gyazo.com/e660649902cb1cea744c50eaada24b5c.png

some retard spots are good, u can see peoples feet before even entering, or you could have someone enter through cat to check it. these sorta spots add character and some clutch plays are possible if people dont check it

[quote=Kond3P]Both Red and Blu saw area:
[img]https://i.gyazo.com/e660649902cb1cea744c50eaada24b5c.png[/img][/quote]
some retard spots are good, u can see peoples feet before even entering, or you could have someone enter through cat to check it. these sorta spots add character and some clutch plays are possible if people dont check it
63
#63
refresh.tf
1 Frags +
chojjeCollaidePendjidx 81
http://imgur.com/a/XVg6I

Not really sure if I like this ramp:
http://i.imgur.com/LT6TZ0t.jpg
I like how it's less compact than the current version, but the fact it's angled towards the attacker seems a little odd, as you're already incredibly fucked if you're stuck on the flat ground by that spawn area.

And the other side of the argument is:
Now you can hold closer and still have highground.
When opposing team pushes you can reach highground faster than before.

Would you say that this change helps defenders more than attackers?

I honestly don't know... Maybe it would need playtesting to be absolutely certain

[quote=chojje][quote=Collaide][quote=Pendji]dx 81
http://imgur.com/a/XVg6I

Not really sure if I like this ramp:
[img]http://i.imgur.com/LT6TZ0t.jpg[/img]
I like how it's less compact than the current version, but the fact it's angled towards the attacker seems a little odd, as you're already incredibly fucked if you're stuck on the flat ground by that spawn area.[/quote]

And the other side of the argument is:
Now you can hold closer and still have highground.
When opposing team pushes you can reach highground faster than before.[/quote]

Would you say that this change helps defenders more than attackers?[/quote]

I honestly don't know... Maybe it would need playtesting to be absolutely certain
64
#64
0 Frags +

the overhang coming cat onto the upper part of mid should be removed or made nonsolid.
can get quite annoying if your jump is timed wrong.

the overhang coming cat onto the upper part of mid should be removed or made nonsolid.
can get quite annoying if your jump is timed wrong.
65
#65
16 Frags +
solasome retard spots are good, u can see peoples feet before even entering, or you could have someone enter through cat to check it. these sorta spots add character and some clutch plays are possible if people dont check it

I don't mind some dumb roamer spots, but solid doorway spots I object to from a mapping perspective.

Why should one doorway be like this when all the others are nonsolid? It just looks sloppy on the mappers end not to fix it.

[quote=sola]
some retard spots are good, u can see peoples feet before even entering, or you could have someone enter through cat to check it. these sorta spots add character and some clutch plays are possible if people dont check it[/quote]

I don't mind some dumb roamer spots, but solid doorway spots I object to from a mapping perspective.

Why should one doorway be like this when all the others are nonsolid? It just looks sloppy on the mappers end not to fix it.
66
#66
-9 Frags +

Good fixes.

Only thing I've noticed is you can still shoot through the crates on train.

http://puu.sh/nE6SK/347ebbd083.png

Good fixes.

Only thing I've noticed is you can still shoot through the crates on train.

http://puu.sh/nE6SK/347ebbd083.png
67
#67
6 Frags +
Dan_Good fixes.
Only thing I've noticed is you can still shoot through the crates on train.
http://puu.sh/nE6SK/347ebbd083.png

M-muh once-a-year spot, it's not a bug! etc.

CollaidePendjidx 81
http://imgur.com/a/XVg6I

Not really sure if I like this ramp:
http://i.imgur.com/LT6TZ0t.jpg
I like how it's less compact than the current version, but the fact it's angled towards the attacker seems a little odd, as you're already incredibly fucked if you're stuck on the flat ground by that spawn area.

And the other side of the argument is:
Now you can hold closer and still have highground.
When opposing team pushes you can reach highground faster than before.

Yeah but when do you hold -that- far forward? Backpedaling to get highground on a team that is most likely already bombing you seems really odd. I was mostly thinking in terms of defending. Running out to a 2v3 in front of the point, where defending should have an edge.

I can understand how it motivates holding a bit more forward, but the dead-zone behind it still doesn't see much action. Obviously you shouldn't need to use every spot of an area but it's almost a disadvantage to fall back there.

If they get a soldier/demo in from drop-down you're at an insane disadvantage that shouldn't reward the attacker to this degree. You should have an easier time defending than attacking a last, which is what I assume is the reasoning behind having the map carve downwards in the middle like on badlands, so having one of 3 high grounds in the area be rewarded to the attacker because there are no stickies or whatever, seems a little odd.

Show Content

Having had to defend last a million times (cusbad), that one left area just makes little sense, and it's like storming Omaha to respawn over there if you're fighting for last, and you might as well be dead if you run back for health due to how walled in the last point itself is.

Both Gully and Badlands puts you on high ground to give you an edge. Here, you go left and hope they just happen to not have anyone present on half the last area of the map, or go right and have a sneaky opportunity to do something, since you're somewhat hidden behind the truck.

I have no idea how you'd fix/change it, but considering you're mucking about before the next official version, I'd say try some things out.

[quote=Dan_]Good fixes.
Only thing I've noticed is you can still shoot through the crates on train.
http://puu.sh/nE6SK/347ebbd083.png[/quote]M-muh once-a-year spot, it's not a bug! etc.

[quote=Collaide][quote=Pendji]dx 81
http://imgur.com/a/XVg6I

Not really sure if I like this ramp:
[img]http://i.imgur.com/LT6TZ0t.jpg[/img]
I like how it's less compact than the current version, but the fact it's angled towards the attacker seems a little odd, as you're already incredibly fucked if you're stuck on the flat ground by that spawn area.[/quote]

And the other side of the argument is:
Now you can hold closer and still have highground.
When opposing team pushes you can reach highground faster than before.[/quote]
Yeah but when do you hold -that- far forward? Backpedaling to get highground on a team that is most likely already bombing you seems really odd. I was mostly thinking in terms of defending. Running out to a 2v3 in front of the point, where defending should have an edge.

I can understand how it motivates holding a bit more forward, but the dead-zone behind it still doesn't see much action. Obviously you shouldn't need to use every spot of an area but it's almost a disadvantage to fall back there.

If they get a soldier/demo in from drop-down you're at an insane disadvantage that shouldn't reward the attacker to this degree. You should have an easier time defending than attacking a last, which is what I assume is the reasoning behind having the map carve downwards in the middle like on badlands, so having one of 3 high grounds in the area be rewarded to the attacker because there are no stickies or whatever, seems a little odd.
[spoiler][img]http://i.imgur.com/PdzIfzV.png[/img][/spoiler]
Having had to defend last a million times (cusbad), that one left area just makes little sense, and it's like storming Omaha to respawn over there if you're fighting for last, and you might as well be dead if you run back for health due to how walled in the last point itself is.

Both Gully and Badlands puts you on high ground to give you an edge. Here, you go left and hope they just happen to not have anyone present on half the last area of the map, or go right and have a sneaky opportunity to do something, since you're somewhat hidden behind the truck.

I have no idea how you'd fix/change it, but considering you're mucking about before the next official version, I'd say try some things out.
68
#68
cp_snakewater
0 Frags +
Pendji
I have no idea how you'd fix/change it, but considering you're mucking about before the next official version, I'd say try some things out.

I'm trying to force defenders to play more aggressively in order to make last slightly more difficult to defend. Do you think this is the wrong direction to take?

[quote=Pendji]

I have no idea how you'd fix/change it, but considering you're mucking about before the next official version, I'd say try some things out.[/quote]

I'm trying to force defenders to play more aggressively in order to make last slightly more difficult to defend. Do you think this is the wrong direction to take?
69
#69
2 Frags +
PendjiDan_Good fixes.
Only thing I've noticed is you can still shoot through the crates on train.
http://puu.sh/nE6SK/347ebbd083.png
M-muh once-a-year spot, it's not a bug! etc.

The only reason I noticed it is I was trying to rocket jump and it went through.

Worth fixing if it makes your rockets do 0 damage on bombs or your jump fails imo. Teams tend to hold on train so it could be the difference between forcing a med or not.

[quote=Pendji][quote=Dan_]Good fixes.
Only thing I've noticed is you can still shoot through the crates on train.
http://puu.sh/nE6SK/347ebbd083.png[/quote]M-muh once-a-year spot, it's not a bug! etc.[/quote]

The only reason I noticed it is I was trying to rocket jump and it went through.

Worth fixing if it makes your rockets do 0 damage on bombs or your jump fails imo. Teams tend to hold on train so it could be the difference between forcing a med or not.
70
#70
0 Frags +

¯\_(ツ)_/¯

Make 2-3 drastically different maps and have some big boys try them out.

In reality having the container high ground doesn't matter -that- much beyond the initial bomb but it's like the only real area to hold on last. On the right you have some gimmicky shit going on at best, but at the same time it's a really rewarding hold if it works.

It's just a rare occurrence that open/low mid teams can pull that sorta stuff off, and in reality, that's probably your target group with MM and all.

¯\_(ツ)_/¯

Make 2-3 drastically different maps and have some big boys try them out.

In reality having the container high ground doesn't matter -that- much beyond the initial bomb but it's like the only real area to hold on last. On the right you have some gimmicky shit going on at best, but at the same time it's a really rewarding hold if it works.

It's just a rare occurrence that open/low mid teams can pull that sorta stuff off, and in reality, that's probably your target group with MM and all.
71
#71
20 Frags +

http://puu.sh/nE6vP/53783bd48b.jpg

I much preferred the older version. I liked how for the most part the old ramp kept those props somewhat out of the way and didn't really cause any issues, now this is a nightmare for players to get caught on. I would suggest reverting it.

http://puu.sh/nE6Fc/1d78305143.jpg

Seems like there is some sort of invisible brush here, might be that I am using dx8 thought. Also there is a misaligned texture on the wall behind it.

http://puu.sh/nE8Y5/e10507464b.jpg

Nodraw stuff, and a bit of a strange shadow on the concrete wall next to it.

http://puu.sh/nE98U/9bbbc11e58.jpg

Should probably clean up the brushwork in this area, can get stuck on a few places where stuff meets. Also the lighting under the fence looks really strange.

http://puu.sh/nE78c/2fae328246.jpg

Would suggest putting a clip brush in this corner, also I don't think I brought it up before but potentially clipping over the depressed areas between the two trim brushes on the side of this bride and the ramp up to battlements would be a nice change as currently it's a little wonky and people have told me it can eat splash (Has not happened to me personally)

http://puu.sh/nE7hK/27f7fc1e78.jpg

Quite happy that you did decide to make the edges of the roofs on these shacks but I also will suggest that for consistencies sake you should do the same to all the rooftops around the map.

http://puu.sh/nE93N/b682e8e1cb.jpg

Please use the door prop that doesn't have the little wheel attached to it

http://puu.sh/nE7nu/2d115f5414.jpg

Fairly sure this was not here before but it seems kind of pointless + the clipbrush for it is really obnoxious. Also I don't think people spamming from cat down on this lower was really an issue since you had to be pretty committed to get any real damage out doing it when most of the time you could do the same from either the roof or the shed without putting yourself in a place to get picked when they pushed in.

http://puu.sh/nE7q2/0666a8c839.jpg

You can get stuck on both sides of this doorframe

http://puu.sh/nE7sx/465df0dd75.jpg

Strange shadow thing, could be dx8 related but felt it was worth bringing up.

http://puu.sh/nE7xp/fa8d60f6a2.jpg

Clip brush slightly sticks out and you can get caught on it.

http://puu.sh/nE7IL/1f90115094.jpg

http://puu.sh/nE8vu/cf2ea29c8c.jpg

I know this literally will only bother me but pls fix

Overall quite a lot of really good changes, my only real gripe is that you only seemed to do the Viaduct style roof clipping on the shed buildings and it seems really strange to do that and then leave the rest of the roofs on the maps clipped in the old style. I would honestly prefer just one or the other so people could play the map without guessing what will and what will not block them when they jump. Obviously I think that having the unclipped would be the best option since more maps are moving towards it and it makes jumping quite a bit nicer. Other than that there are a few lighting bugs (Only mentioned a few of them but there are quite a few in saw) but since this is probably a quick compile just for getting feedback it's quite good.

[img]http://puu.sh/nE6vP/53783bd48b.jpg[/img]

I much preferred the older version. I liked how for the most part the old ramp kept those props somewhat out of the way and didn't really cause any issues, now this is a nightmare for players to get caught on. I would suggest reverting it.

[img]http://puu.sh/nE6Fc/1d78305143.jpg[/img]

Seems like there is some sort of invisible brush here, might be that I am using dx8 thought. Also there is a misaligned texture on the wall behind it.

[img]http://puu.sh/nE8Y5/e10507464b.jpg[/img]

Nodraw stuff, and a bit of a strange shadow on the concrete wall next to it.

[img]http://puu.sh/nE98U/9bbbc11e58.jpg[/img]

Should probably clean up the brushwork in this area, can get stuck on a few places where stuff meets. Also the lighting under the fence looks really strange.

[img]http://puu.sh/nE78c/2fae328246.jpg[/img]

Would suggest putting a clip brush in this corner, also I don't think I brought it up before but potentially clipping over the depressed areas between the two trim brushes on the side of this bride and the ramp up to battlements would be a nice change as currently it's a little wonky and people have told me it can eat splash (Has not happened to me personally)

[img]http://puu.sh/nE7hK/27f7fc1e78.jpg[/img]

Quite happy that you did decide to make the edges of the roofs on these shacks but I also will suggest that for consistencies sake you should do the same to all the rooftops around the map.

[img]http://puu.sh/nE93N/b682e8e1cb.jpg[/img]

Please use the door prop that doesn't have the little wheel attached to it

[img]http://puu.sh/nE7nu/2d115f5414.jpg[/img]

Fairly sure this was not here before but it seems kind of pointless + the clipbrush for it is really obnoxious. Also I don't think people spamming from cat down on this lower was really an issue since you had to be pretty committed to get any real damage out doing it when most of the time you could do the same from either the roof or the shed without putting yourself in a place to get picked when they pushed in.

[img]http://puu.sh/nE7q2/0666a8c839.jpg[/img]

You can get stuck on both sides of this doorframe

[img]http://puu.sh/nE7sx/465df0dd75.jpg[/img]

Strange shadow thing, could be dx8 related but felt it was worth bringing up.

[img]http://puu.sh/nE7xp/fa8d60f6a2.jpg[/img]

Clip brush slightly sticks out and you can get caught on it.

[img]http://puu.sh/nE7IL/1f90115094.jpg[/img]

[img]http://puu.sh/nE8vu/cf2ea29c8c.jpg[/img]

I know this literally will only bother me but pls fix

Overall quite a lot of really good changes, my only real gripe is that you only seemed to do the Viaduct style roof clipping on the shed buildings and it seems really strange to do that and then leave the rest of the roofs on the maps clipped in the old style. I would honestly prefer just one or the other so people could play the map without guessing what will and what will not block them when they jump. Obviously I think that having the unclipped would be the best option since more maps are moving towards it and it makes jumping quite a bit nicer. Other than that there are a few lighting bugs (Only mentioned a few of them but there are quite a few in saw) but since this is probably a quick compile just for getting feedback it's quite good.
72
#72
1 Frags +
chojjeCollaidePendjidx 81
http://imgur.com/a/XVg6I

Not really sure if I like this ramp:
http://i.imgur.com/LT6TZ0t.jpg
I like how it's less compact than the current version, but the fact it's angled towards the attacker seems a little odd, as you're already incredibly fucked if you're stuck on the flat ground by that spawn area.

And the other side of the argument is:
Now you can hold closer and still have highground.
When opposing team pushes you can reach highground faster than before.

Would you say that this change helps defenders more than attackers?

I'd say this is more of a buff for the attackers, especially in situations where attackers have an uber advantage

[quote=chojje][quote=Collaide][quote=Pendji]dx 81
http://imgur.com/a/XVg6I

Not really sure if I like this ramp:
[img]http://i.imgur.com/LT6TZ0t.jpg[/img]
I like how it's less compact than the current version, but the fact it's angled towards the attacker seems a little odd, as you're already incredibly fucked if you're stuck on the flat ground by that spawn area.[/quote]

And the other side of the argument is:
Now you can hold closer and still have highground.
When opposing team pushes you can reach highground faster than before.[/quote]

Would you say that this change helps defenders more than attackers?[/quote]

I'd say this is more of a buff for the attackers, especially in situations where attackers have an uber advantage
73
#73
1 Frags +

The map seems needlessly darker now, not sure if that's intentional or not.

The map seems needlessly darker now, not sure if that's intentional or not.
74
#74
8 Frags +
_KermitThe map seems needlessly darker now, not sure if that's intentional or not.

I am almost certain that the map is fast compiled, no need to wait 12hrs to compile a version on full settings.

[quote=_Kermit]The map seems needlessly darker now, not sure if that's intentional or not.[/quote]
I am almost certain that the map is fast compiled, no need to wait 12hrs to compile a version on full settings.
75
#75
0 Frags +
Hoplitejoesolasome retard spots are good, u can see peoples feet before even entering, or you could have someone enter through cat to check it. these sorta spots add character and some clutch plays are possible if people dont check it
I don't mind some dumb roamer spots, but solid doorway spots I object to from a mapping perspective.

Why should one doorway be like this when all the others are nonsolid? It just looks sloppy on the mappers end not to fix it.

that spot has been there for years and no one has ever said anything about it

[quote=Hoplitejoe][quote=sola]
some retard spots are good, u can see peoples feet before even entering, or you could have someone enter through cat to check it. these sorta spots add character and some clutch plays are possible if people dont check it[/quote]

I don't mind some dumb roamer spots, but solid doorway spots I object to from a mapping perspective.

Why should one doorway be like this when all the others are nonsolid? It just looks sloppy on the mappers end not to fix it.[/quote]


that spot has been there for years and no one has ever said anything about it
76
#76
5 Frags +

A few small errors:
The eves on this shack on BLU side are still solid. The ones on RED side are noclipped.

http://i.imgur.com/oOCoW1A.jpg

Eaves are still solid on BLU and RED sides.

http://i.imgur.com/zbCUtKy.jpg

Eaves are still solid on BLU and RED sides. this one is trickier to deal with because of how that roof leads to the top platform.

http://i.imgur.com/A8LJUE5.jpg

There's a missing texture on the left side of last on both RED and BLU.

http://i.imgur.com/mDFh0uK.jpg

http://i.imgur.com/vkp7tdV.jpg

http://i.imgur.com/4xGm61B.jpg

A few small errors:
The eves on this shack on BLU side are still solid. The ones on RED side are noclipped.
[img]http://i.imgur.com/oOCoW1A.jpg[/img]
Eaves are still solid on BLU and RED sides.
[img]http://i.imgur.com/zbCUtKy.jpg[/img]
Eaves are still solid on BLU and RED sides. this one is trickier to deal with because of how that roof leads to the top platform.
[img]http://i.imgur.com/A8LJUE5.jpg[/img]

There's a missing texture on the left side of last on both RED and BLU.
[img]http://i.imgur.com/mDFh0uK.jpg[/img]
[img]http://i.imgur.com/vkp7tdV.jpg[/img]
[img]http://i.imgur.com/4xGm61B.jpg[/img]
77
#77
refresh.tf
0 Frags +
PendjiYeah but when do you hold -that- far forward? Backpedaling to get highground on a team that is most likely already bombing you seems really odd. I was mostly thinking in terms of defending. Running out to a 2v3 in front of the point, where defending should have an edge.

Holding with your pocket on the ramp and with your demo next to the crate was already one of the better ways to hold. Now your rockets do sliiightly more dmg when they push in. And if you get suprised by the opposing team having an uber advantage you can kite the uber to the right side easier.

PendjiI can understand how it motivates holding a bit more forward, but the dead-zone behind it still doesn't see much action. Obviously you shouldn't need to use every spot of an area but it's almost a disadvantage to fall back there.

Yes, and?

PendjiIf they get a soldier/demo in from drop-down you're at an insane disadvantage that shouldn't reward the attacker to this degree. You should have an easier time defending than attacking a last, which is what I assume is the reasoning behind having the map carve downwards in the middle like on badlands, so having one of 3 high grounds in the area be rewarded to the attacker because there are no stickies or whatever, seems a little odd.

Stickytraps should probably be on dropdown wherever you're holding anyway.

Pendji
Show Content
Having had to defend last a million times (cusbad), that one left area just makes little sense, and it's like storming Omaha to respawn over there if you're fighting for last, and you might as well be dead if you run back for health due to how walled in the last point itself is.

I presume that the useless area between the spawn and the point is to prevent being able to block the capture 1 second after you spawn.

[quote=Pendji]
Yeah but when do you hold -that- far forward? Backpedaling to get highground on a team that is most likely already bombing you seems really odd. I was mostly thinking in terms of defending. Running out to a 2v3 in front of the point, where defending should have an edge. [/quote] Holding with your pocket on the ramp and with your demo next to the crate was already one of the better ways to hold. Now your rockets do sliiightly more dmg when they push in. And if you get suprised by the opposing team having an uber advantage you can kite the uber to the right side easier.

[quote=Pendji]
I can understand how it motivates holding a bit more forward, but the dead-zone behind it still doesn't see much action. Obviously you shouldn't need to use every spot of an area but it's almost a disadvantage to fall back there. [/quote]
Yes, and?

[quote=Pendji]
If they get a soldier/demo in from drop-down you're at an insane disadvantage that shouldn't reward the attacker to this degree. You should have an easier time defending than attacking a last, which is what I assume is the reasoning behind having the map carve downwards in the middle like on badlands, so having one of 3 high grounds in the area be rewarded to the attacker because there are no stickies or whatever, seems a little odd. [/quote] Stickytraps should probably be on dropdown wherever you're holding anyway.

[quote=Pendji]
[spoiler][img]http://i.imgur.com/PdzIfzV.png[/img][/spoiler]
Having had to defend last a million times (cusbad), that one left area just makes little sense, and it's like storming Omaha to respawn over there if you're fighting for last, and you might as well be dead if you run back for health due to how walled in the last point itself is. [/quote]
I presume that the useless area between the spawn and the point is to prevent being able to block the capture 1 second after you spawn.
78
#78
0 Frags +

:(

:(
79
#79
0 Frags +
DampstayAlso, map got much much darker. Is that a good thing? I always though the work on granary_pro's lighting up was pleasantLain_KermitThe map seems needlessly darker now, not sure if that's intentional or not.I am almost certain that the map is fast compiled, no need to wait 12hrs to compile a version on full settings.
[quote=Dampstay]Also, map got much much darker. Is that a good thing? I always though the work on granary_pro's lighting up was pleasant[/quote]

[quote=Lain][quote=_Kermit]The map seems needlessly darker now, not sure if that's intentional or not.[/quote]
I am almost certain that the map is fast compiled, no need to wait 12hrs to compile a version on full settings.[/quote]
80
#80
cp_snakewater
18 Frags +

Hey,

I've kept working on the next version through the weekend. Hopefully I will be able to fix most bugs with some quick iterations now, and then get some playtesting on a stable version.

Here's the current version, u2: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_u2.bsp.bz2

Changelog u2:

Major:
* Added small healthkit in lobby
* Reverted roof edges
* Roof clippings are far more consistent
* Changed train crates
* Removed canopy above saw - 2 connector (I might do this for the saw - mid connector as well).
Image: http://images.akamai.steamusercontent.com/ugc/320125724624456428/C6CBA511B567D6B0EB3186804BA2BA278D278854/ http://images.akamai.steamusercontent.com/ugc/320125724624456839/B441788A5EADE3EC934AF95D5A06FB5CF433F42A/

Minor:
* Removed superfluous clipping
* Changed solidity of various props
* Fixed stickies in shutter door on last
* Reverted awning over grass
* Fixed getting stuck behind dino rock
* Further improved ground smoothness
* Fixed missing textures/Z-fighting
* Blocked off area below old dropdown
* Blocked off area below ramp on 2
* Fixed splash bug on lobby-2 ramp
* Changed shutter door prop in lobby
* Moved some building details out of bounds
* Tweaked mid platform rotation
* Reduced sightline in lobby

As always, your feedback and bug finding skills are always appreciated! I think most major clipping bugs have been worked out now. I will have to make a decision about geometry which catches spam.

Hey,

I've kept working on the next version through the weekend. Hopefully I will be able to fix most bugs with some quick iterations now, and then get some playtesting on a stable version.

[size=16]Here's the current version, u2: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_u2.bsp.bz2[/size]

[u]Changelog u2:[/u]

Major:
* Added small healthkit in lobby
* Reverted roof edges
* Roof clippings are far more consistent
* Changed train crates
*[b] Removed canopy above saw - 2 connector[/b] (I might do this for the saw - mid connector as well).
Image: [url]http://images.akamai.steamusercontent.com/ugc/320125724624456428/C6CBA511B567D6B0EB3186804BA2BA278D278854/[/url] [url]http://images.akamai.steamusercontent.com/ugc/320125724624456839/B441788A5EADE3EC934AF95D5A06FB5CF433F42A/[/url]


Minor:
* Removed superfluous clipping
* Changed solidity of various props
* Fixed stickies in shutter door on last
* Reverted awning over grass
* Fixed getting stuck behind dino rock
* Further improved ground smoothness
* Fixed missing textures/Z-fighting
* Blocked off area below old dropdown
* Blocked off area below ramp on 2
* Fixed splash bug on lobby-2 ramp
* Changed shutter door prop in lobby
* Moved some building details out of bounds
* Tweaked mid platform rotation
* Reduced sightline in lobby

As always, your feedback and bug finding skills are always appreciated! I think most major clipping bugs have been worked out now. I will have to make a decision about geometry which catches spam.
81
#81
2 Frags +

Minor hole in the map on both sides of mid

http://i.imgur.com/vCPv8kq.jpg

Minor hole in the map on both sides of mid

http://i.imgur.com/vCPv8kq.jpg
82
#82
2 Frags +

Removing all the clipping issues and the map is fine to be honest.

Removing all the clipping issues and the map is fine to be honest.
83
#83
2 Frags +

Clipping issues and fixing the spawns are my only real complaints. The spawns make me feel like a retard when I'm facing the opposite direction and can't find the damn spawn door!

And also sometimes random the original starting base spawns will spawn you out of range. I've seen medics or demos spawn far left so they can't heal/be healed at the start of the round.

Great map overall though, its one of my favorite 6s maps.

Clipping issues and fixing the spawns are my only real complaints. The spawns make me feel like a retard when I'm facing the opposite direction and can't find the damn spawn door!

And also sometimes random the original starting base spawns will spawn you out of range. I've seen medics or demos spawn far left so they can't heal/be healed at the start of the round.

Great map overall though, its one of my favorite 6s maps.
84
#84
31 Frags +

Can we talk about the biggest problem with the map since it went official?

http://i.imgur.com/WpmMvax.jpg

Can we talk about the biggest problem with the map since it went official?

[img]http://i.imgur.com/WpmMvax.jpg[/img]
85
#85
4 Frags +
WariCan we talk about the biggest problem with the map since it went official?

http://i.imgur.com/WpmMvax.jpg

I believe that the snake was not made by chojje, so he needs a permission from the person who made it in order to avoid unfair use.

[quote=Wari]Can we talk about the biggest problem with the map since it went official?

[img]http://i.imgur.com/WpmMvax.jpg[/img][/quote]

I believe that the snake was not made by chojje, so he needs a permission from the person who made it in order to avoid unfair use.
86
#86
-6 Frags +

Lots of people talking about Snakewater mid-fights. Thoughts on adding a ramp for non-jumping classes to get on top of the point? A change like that might help the dynamic of mid-fights.

Lots of people talking about Snakewater mid-fights. Thoughts on adding a ramp for non-jumping classes to get on top of the point? A change like that might help the dynamic of mid-fights.
87
#87
4 Frags +
SpaceCadetLots of people talking about Snakewater mid-fights. Thoughts on adding a ramp for non-jumping classes to get on top of the point? A change like that might help the dynamic of mid-fights.

All classes can already get on top except for spy, heavy and sniper?

[quote=SpaceCadet]Lots of people talking about Snakewater mid-fights. Thoughts on adding a ramp for non-jumping classes to get on top of the point? A change like that might help the dynamic of mid-fights.[/quote]

All classes can already get on top except for spy, heavy and sniper?
88
#88
5 Frags +
Ond_kajaSpaceCadetLots of people talking about Snakewater mid-fights. Thoughts on adding a ramp for non-jumping classes to get on top of the point? A change like that might help the dynamic of mid-fights.
All classes can already get on top except for spy, heavy and sniper?

I realize they can get up there but it is not easily or quickly accessible. I was referring to a direct ramp or another feature allowing that.

[quote=Ond_kaja][quote=SpaceCadet]Lots of people talking about Snakewater mid-fights. Thoughts on adding a ramp for non-jumping classes to get on top of the point? A change like that might help the dynamic of mid-fights.[/quote]

All classes can already get on top except for spy, heavy and sniper?[/quote]

I realize they can get up there but it is not easily or quickly accessible. I was referring to a direct ramp or another feature allowing that.
89
#89
refresh.tf
0 Frags +
Ond_kajaSpaceCadetLots of people talking about Snakewater mid-fights. Thoughts on adding a ramp for non-jumping classes to get on top of the point? A change like that might help the dynamic of mid-fights.
All classes can already get on top except for spy, heavy and sniper?

Heavy is the only class that can't get up there. (without speed boost effects)

EDIT: Is anyone playtesting these? I'd be interested in participating.
EDIT 2: Nvm... spy and sniper can't get up there in this update (i think)

[quote=Ond_kaja][quote=SpaceCadet]Lots of people talking about Snakewater mid-fights. Thoughts on adding a ramp for non-jumping classes to get on top of the point? A change like that might help the dynamic of mid-fights.[/quote]

All classes can already get on top except for spy, heavy and sniper?[/quote]
Heavy is the only class that can't get up there. (without speed boost effects)

EDIT: Is anyone playtesting these? I'd be interested in participating.
EDIT 2: Nvm... spy and sniper can't get up there in this update (i think)
90
#90
cp_snakewater
6 Frags +
popcorpWariCan we talk about the biggest problem with the map since it went official?

http://i.imgur.com/WpmMvax.jpg

I believe that the snake was not made by chojje, so he needs a permission from the person who made it in order to avoid unfair use.

The snakes were removed by valve for space reasons (???). Valve already agreed to bring back the sky so maybe I can get the snakes back in too!

[quote=popcorp][quote=Wari]Can we talk about the biggest problem with the map since it went official?

[img]http://i.imgur.com/WpmMvax.jpg[/img][/quote]

I believe that the snake was not made by chojje, so he needs a permission from the person who made it in order to avoid unfair use.[/quote]

The snakes were removed by valve for space reasons (???). Valve already agreed to bring back the sky so maybe I can get the snakes back in too!
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