Snakewater

CP Snakewater final

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
>threaten to make the next version final
>watch people frantically hunt for issues to point out
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
After a little more than a year and in total 40 iterations, cp_snakewater is finally ready for a final release. It's been a long process from the first pre-alpha, and I can't thank everybody who's been helping me out enough. Hopefully you'll enjoy this map in the upcoming Wireplay and ETF2L seasons, and keep providing feedback so maybe them ap can be further improved in the future.

Download link (cp_snakewater): http://dl.dropbox.com/u/2447457/cp_snakewater.bsp.bz2

Changelog: cp_snakewater

changed the lobby area further to make the new entrance less chokey
Fixed not being able to change classes in left side of first respawn
Fixed grates in bottom lobby being non-solid
Further detail work
Fixed a lot of clipping errors
Fixed visual bugs
Final optimization to further buff FPS
Added snakes!

Pictures:
Last:
E9D5A53D959CC60B8F8627B698835B6DA252B7FD
530E226E0AED99BD450DC88F0605F6BA2D43DA31

2:
AFC7CA735A95495C44A76D9DF28B2E2228063332
936AC91A462BAB8DB08E7F2B
E1FE3D2D32E94A0F

Mid:
761B69B8341C4020290E6C02E2225C5FB0121E7D


Once again I'd like to thank everybody who's helped me out in designing snakewater and taking it from a flanky mess to a viable competitive map.

Special thanks:

Ost <3
Compleat for loads of feedback and bugfinds!
Sisu, Helberg and the Danes (I er søde <3), Billykins, Linus and o6 team, Uberwarg, Overcow and many more for gameplay testing already in alpha
TLR, Bloodsire, b4nny, CB, Platinum and everyone in the american PUGs for giving the map a chance early on and keeping giving feedback throughout the design process
Archy and -tarmo for great help
m0re, vhalin, Mordi, waxpax for great feedback!
iQue, Hunt3r, Defur, Del, WAR, Keyro, Buffalo Bill, Will, Ooki, Sketch, Davib, Sheridyn, GeaR, Oscar/Sicaridadeaeae, Mike, Old_Grandma, Gobby, skeej, Luzik, Vince, NeoRussia, scorpiouprising, Rocky, Seba, Tyker, grazr, Okrag, stevethepocket and anyone I've forgotten for bugfinds, ideas and gameplay testing
Ayesdyef for the snake model!
Supersandvich for the beautiful sky
Vig for the crane model
Pingu for help with the tower on last
Honeymustard for great gameplay and detailing feedback and the flythrough vid
Lucky Luke for the flythrough vid
Netsky, yyler and in particular LeSwordfish for bugfinding and detailing feedback
The creators of the Bulletcrops pack and the Construction pack
Ravidge and Boojum Snark for their useful mapping libraries
TF2Maps.net for feedback
Canfo and Albert for playing the map in their summer cups, providing lots of useful feedback
Everyone who's played the map from the very start to the very last iteration
Valve for creating TF2 and not updating hammer so you spend more time raging at the tools than actually mapping (<3)
 
Last edited:

eddyhartzz

L2: Junior Member
Jul 19, 2010
52
2
Dont mean to necro bump, but that metal walkway thing up to the walkway above the CP look like it should have a support under it or something, something that heavy might not stand there like that.
Or it might, who knows!
 

cool_myll

L1: Registered
Aug 8, 2011
31
9
Congrats for the Official release!!!

It was already in my server mapcycle but now people wont have to download it.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Oh it's this one! I thought this was the one with the butt-ugly blue wood textures in it. Cool. Grats.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
No, it's one of those 5CP maps. I can't tell 'em apart anymore.

Anyway, why did this end up having to be _final1? Did you release a cp_snakewater at some point too before the _final?
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
Thanks a lot everyone!!

No, it's one of those 5CP maps. I can't tell 'em apart anymore.

Anyway, why did this end up having to be _final1? Did you release a cp_snakewater at some point too before the _final?

No, I didn't, in fact I specifically avoided using the _final suffix in case it would be needed. I suppose Valve want all custom maps to have the _final1 suffix just to be sure.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Actually now that maps are stored in /maps/ and I think the game is designed to look there first, duplicate names probably would be a self-correcting problem.