Snakewater

CP Snakewater final

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
What a coincidence; I was just on this (RC2) map and noticed some stuff that need fixed, all of which are still present:

cpsnakewaterrc30000.jpg

You are not using -staticproplighting. There are many props that make this clear; this downspout is just one of them. Also, window placed directly on wall instead of putting a solid glass brush behind it. (It's one of the ones that got removed from the accessible texture list; I forget if there's a way to make it available again.)

cpsnakewaterrc30001.jpg

Too bright! All the white RED walls are too bright; I think your tonemap needs to be adjusted.

cpsnakewaterrc30002.jpg

You are not using -staticproppolys, which would fix that shadow under the pulley supports among other things.

cpsnakewaterrc30003.jpg

Also too bright. There's no reason for those lights to be on. Same with the ones on the other side. Also, I'm not fond of the texture transitions here. The top of the blue doesn't line up on the corners, and the shift from blue to gray on the main wall just seems random.
 
Last edited:

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
The release date for the final version is creeping closer! I've compiled a debug version for anyone who wants to help me out with removing any bugs (visual or gameplaywise) from the final version, so if you wanna help out just give it a quick runthrough and see what you can find, then submit it here :) This is your last chance to give input on the map, so make it count!

Download link for debug version: http://dl.dropbox.com/u/2447457/cp_snakewater_debug.bsp.bz2

/chojje
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Just be sure to name the "final" version _r1 or something in case something slips through the cracks. You never know. Even Valve never considers a map final, but they at least don't have to rename theirs if they change things.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
You shouldn't name it simply Snakewater, if the map goes official, then you would be forced to use all those silly final tag variations for the name.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
90% of these are on both sides of the map, since the detailing is identical mirrored. That's a minor issue with the map as a whole, but only an issue at mid, where you can see both identical bucket-tap sets at once. I appreciate in a Comp map detail must be exact as possible for balance, but it bugs me.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317113459?tab=public

Dark Pipe

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317120297?tab=public

Bright wall. These are all over the place. I know it's been noted before, but the lights on this map are super high.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317118839?tab=public

This barrel clips with the fence.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317103526?tab=public

What's closed? These buildings seem kinda... clustered to be fully closed. Kinda Marie Celeste, too recently abandoned for signs.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317117602?tab=public

Bright wall. Also, what's the point of that crane?

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317123135?tab=public

I don't like the use of that cobble texture.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317108480?tab=public

That brick support stops at the metal thing. Which makes it pointless, since it does bugger-all to support the building unless it reaches the ground.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317096421?tab=public

Missing overlay on the health and ammo. The "Snack" i believe you competitive hip types call it.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317105641?tab=public

Conveyor belt goes in one side of the wall and doesn't come out of the other.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317102149?tab=public
http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317116483?tab=public

A trim would be nice on this wood wall, so there's not such a sharp definition between wood and concrete.

That texture is a bitch to align, i know, but it has a trim in the texture.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317107096?tab=public

Visible z-fighting here (red metal texture) Also, those planks look odd- use a texture with a single plank, not that one with several together.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317116483?tab=public

1) that bucket can't fit under that tap.
2) Can we have a drain/stain overlay under the tap? Make it look less random and arbitrary.
3) I'll re-iterate my request for not EXACT mirroring.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317110813?tab=public

Dark door.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317097700?tab=public

That lightbulb looks odd to me. Firstly, if those shelves were fixed, it'd be in the way. Secondly, it's very clean and spytech compared to everything else.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317097700?tab=public

Sure is red for the blu team's side.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317112683?tab=public

I don't think wood works here. Dirt would be nicer.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317109834?tab=public

Did they cut the metal to put the wood in, rather than vice versa?

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317091868?tab=public

Another pointless crane. (Also, i don't like that bucket. Looks odd.)

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317095521?tab=public

You can see the edges of the displacement door coming through the doorframe prop.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317104532?tab=public

That overlay lies over a gap in the metal.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317094038?tab=public

I don't like the random metal here. Wood would make more sense. The clashing metal/wood is odd, specially since there's so little of this metal in this area.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317114661?tab=public

Rotate one of these boxes a few degrees, too many props are at neat 90degree angles.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317121787?tab=public

I swear all the door overlays are skewed a bit- these are too wide, blu's are too tall. Also, all of them are very small.

http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343317124267?tab=public

Throw down an overlay around this to make the edge of the gravel pile look less neat. Or use a texture you can blend into that concrete.

Also, thats a lot of gravel for one bucket.

Done.