Snakewater final

  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.
  • Something not downloading? Download authors read this.

Snakewater final

Made by tovilovan
by tovilovan

Final version out now!

Snakewater is a 5-cp map set in an alpine lumberyard environment similar to Sawmill and Thundermountain. The gameplay is based around competitive play, but similarly to maps like Badlands and Yukon it should work great in public play as well.

The main layout is based around having one main route and one flank throughout the map. A theme throughout the map is extreme height differences, with the mid having a bridge on top, and the second cap being overlooked by both a crane and two balconies. Emphasis has been put on making all classes balanced, not allowing any class to conquer the map singlehandedly. I've also tried to encourage aggressive play, allowing aggressive teams to control certain key areas, while still not making it impossible for a defensive team to get back on track.

Feedback (both from public and competitive testing) is welcome and always appreciated.

supersandvich for the sky and lighting setup
Vig for the crane and railing models
ABS for the resource pack
Acegikmo and Ravidge for their useful resource maps
Ost for being awesome (at times)
Billykins for really valuable gameplay input
Dotfloat and 42Pandas from Team Hyperbola
Linus and o6. Team pickup
Slicke, Hofven, tarmo-, grazr and all of you who have helped out on getting this map from planning to beta stage!
Bulletcrops pack and tThe creators of thhe Construction pack
First release
Last update
Symmetrical CP

Latest reviews

When I think of Snakewater, I think of the trio community maps from 2013, including Process and Standin with their own achievements. Valve described their layouts as straight-forward and intuitive, and a hell of a lot of fun to play. It was a simple baseline of map quality that Snakewater matched a description of, and explains why I eagerly bought the map stamp to support those kinds of maps/mappers.

I am glad to see some snake lore added 8+ years later for why the map is called Snakewater. I think it's funny how the community exaggerated it, and then I remembered the state of the game and who still plays it. Putting attention on an old map that aged gracefully, with an update to bring us levity from simpler times. Snakewater is in my top 5 favorite maps in any game.
Here's my critique on the latest update from June.
It feels better, I don't remember playing it as much before the update but I know that whatever "movement smoother throughout map" and "some problematic areas like the kitchen" (there was a kitchen? what?), this map plays half decently thanks to those improvements.

The one glaring thing I noticed the first time playing through it is that the arrows that are supposed to guide a team through a map have one particular arrow pointing the wrong way. Like it's near the entrance to the first point after base, you know the one. First time playing it, I thought that I was going in circles, like the map was telling my team to go into the 1st point. Like, shouldn't that be for the enemy team at least?

Here's my solutions; either remove it, or flip it the other way around.
It's a minor detail yeah, but someone playing it for the first time could get very confused by it.

Other than that, as of now it's a decent 5cp map.
By far the best map in this gamemode i've ever played!