Snakewater

CP Snakewater final

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
I've had a lot of people telling me about the clipping errors, and I'll try to minimize them for the next version. The plan is also to make the second point a bit more easy to reach and a more logical arena for fighting.

Again: thanks for playing, and I'm glad you liked it!
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
As promised b3 is fueled up, ready to go: http://dl.dropbox.com/u/2447457/cp_snakewater_b3.bsp.bz2

changelog b3:
Fixed LOTS of clipping errors
Fixed texture errors, bad displacements and structures clipping through ceilings
Fixed tanks near last not being solid
Moved the forward respawn door a bit
Increased the spawn wave times when attacking last slightly
Increased the spawn wave times when attacking second slightly
Exchanged the logs on the train near second for crates
Removed the logs above second cap
Added an opening in the fence near to second to add another attack route
Made the crane above second non-solid
Re-added spectator cameras (no idea how they disappeared)
Lowered the shacks near last cap
Increased the height of the ground near mid
Made the vault doors in bottom lobby a tad wider
Made the windows on dropdown one-way
Made a roof near mid accessible
Replaced the prop window
Extended the balcony overlooking second to make the dropdown a bit more viable
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
Whoa, thanks for the find! I don't know if it's badlands quality just yet, but...

Either way b4 is out (updates coming quickly these days): http://dl.dropbox.com/u/2447457/cp_snakewater_b4.bsp.bz2

changelog b4:
Small fixes and changes
Fixed a few more clipping errors
Replaced the wooden platform near second
Removed an annoying support near dropdown along with some tires
Fixed a few slight imbalances
Changed a few ramps to avoid glitches
Moved the fences near second a bit to prevent a sightline
Removed a crate near the train on second
Tweaked lighting to make the map a bit brighter
Moved the respawn when pushing last
Moved the spawn locations slightly
Tweaked the dropdown
Moved the window from house to choke for optimization and gameplay reasons
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
Updated to b5 version: http://dl.dropbox.com/u/2447457/cp_snakewater_b5.bsp.bz2

changelog b5:
Made the entire map brighter
Added a platform to allow medics to reach the roof of the shack on mid
Reworked the detail on last a bit
Reworked the last area heavily, raising the capture point and rebuilding the tower
Reworked the ground in choke to make it a bit smoother
Fixed signs being the wrong color near 2nd forward respawn
Made some optimization
Fixed a few more clipping errors
Fixed not being able to shoot through the conveyor belt near flank
Fixed some slight imbalances
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
Updated to b6 version: http://dl.dropbox.com/u/2447457/cp_snakewater_b6.bsp.bz2

changelog b6:
Added various detal throughout the map, including a 3d skybox and detail sprites
Changed the clipping on the conveyor belt
Moved the crates on the trains a bit to allow for a kewl scout jump
Made some heealthkit rearrangements near second
Rebuilt the gates to bottom area

I've been releasing new versions a bit too often the last week, but I now I feel I've reached a stage where nearly all bugs are removed, I've settled on the gameplay, and I can only focus on the detailing and final polishing. Hopefully this version is very close to the gameplay of the rc or final version. Looking forward to what you think about it!

As I'm approaching the rc stage, I'd be really happy to hear you guys thoughts on the detailing of the map. Is there any area that's too bare, too cluttered, that needs to be reworked, that looks strange or stupid? I'd be really happy to hear what you can come up with.
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
Updated to b8 version, this time with a little request to you guys.

I've had a hard time deciding on which theme I should use for my map; either the snow theme which I think makes the map look bright and works out really well, and the good old grass theme which people have liked from day one. So I simply decided to release two different versions of b8: cp_snakewater_b8snow and cp_snakewater_b8grass. I'm gonna have a poll up over at mygamingedge: http://forums.mygamingedge.com/viewtopic.php?f=7&t=7 to let you guys vote for the version you like the most.

changelog b8:
Aesthetical changes

Download links:
Grass version: http://dl.dropbox.com/u/2447457/cp_snakewater_b8grass.bsp.bz2
Snow version: http://dl.dropbox.com/u/2447457/cp_snakewater_b8snow.bsp.bz2
Both versions: http://dl.dropbox.com/u/2447457/maps.7z

I'm gonna have pictures of both versions up soon, but I really want you guys to download and test both versions before you vote, and don't just vote because "aaah snow reminds me of my childhood in alaska" or "nooo, brown ground makes my brown crosshair invisible". Really, vote for the version that you think looks the best and works the best gameplaywise.
 
Mar 23, 2010
1,872
1,696
congrats on your map being in ESEA season 8. :)
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
Cool, you got your map in ESEA :D.

Now expect a shitstorm of "this map is really terrible" kind of things. Pretty much every map that enters a league that had good initial enjoyment gets more negative feedback after getting into the league. It's happened over and over, with yukon, coldfront, ashville, mainline, viaduct, etc. Its simply due to the map being forced to being played.

That's mostly just a warning for "Just in case". So you don't potentially be discouraged by any outcome.
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
Don't worry, that's exactly what I'm expecting ;) However I hope I can show people that the map deserves more than just one try with the support from the high-tier players wh ohave been helping me out with the map. It actually seems the map is rather enjoyable 6v6, let's just hope people give it a chance before doing the usual "OMG NEW MAP SUX GTFO PLS ))".
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
Updated to b10 version: http://dl.dropbox.com/u/2447457/cp_snakewater_b10.bsp.bz2

Changelog b10:

Rebuilt the tower above last (thanks pingu for your assistance!)
Removed the right ramp to the tower
Moved the left attack route up a bit to make it more useful
Removed a few fences near flank to mess down the area
Made it a lot easier to jump up into the dropdown
Moved the bridge near mid to not allow soldiers to spam down into choke

I've already had a few comments that using the dropdown is too risky with these changes, but I need more gameplay testing before I can decide if it is. If you have any input on how 2nd/last area works right now it would be very appreciated. I have a feeling it might be a tad easy to attack last, but I'm not sure. Give it a try and tell me what you think.
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
RC1 (release candidate 1) released: http://dl.dropbox.com/u/2447457/cp_snakewater_rc1.bsp.bz2

Hopefully this is really close to the final version, with just a few minor changes left, if any! This iteration is basically b11 with the fence near 2nd slightly reworked and some visual improvements. I think I can push the FPS up a bit more, so expect at least some improvements in that aspect for the final version.

You may also notice a few new models taken from the excellent construction and bulletcrops packs, big up to the creators for providing these excellent resources for us mappers (rather than creating hats >______>)!

Hopefully you'll enjoy playing the map as much as I enjoyed creating it! If there's any suggestions or feedback (positive/negative) throw it in here and I'll be sure to evaluate it!

/chojje
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
Updated to rc2: http://dl.dropbox.com/u/2447457/cp_snakewater_rc2.bsp.bz2

Changelog rc2:

Reworked the choke area to prevent sniper sightlines
Reworked the flank area, removing the staircase to avoid combos just rolling behind defenders of 2
Fixed being able to enter various enemy spawnrooms
Other bugfixes

Screenshots of the changes will be available on my steam community screenshots page shortly
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
That is true, Okrag, about the detailing. I started off by using different props with the same size (if you look inside the lobby) but then I realized I wouldnt be able to do that for long and still keep the sides balanced. I suppose I couldve done something like granary, but in the end this was the easiest way.
 

Okrag

Wall Staples
aa
Jun 10, 2009
1,029
655
I don't really mind a lot of the props in the play area, but if you look at the buildings at mid, each window is replicated on the opposite side exactly.