Snakewater final
Made by tovilovan
http://archive.tf2maps.net/showthread.php?t=14835
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.
Thanks:
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
TF2Maps.net
gather.fi 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
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.
Thanks:
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
TF2Maps.net
gather.fi 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