CP Snakewater final

Made by tovilovan

  1. tovilovan

    tovilovan L6: Sharp Member

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    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
     
    Last edited: Sep 6, 2011
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Instead of two pics of mid, show us one of mid and one of the second point :D
     
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  3. tovilovan

    tovilovan L6: Sharp Member

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    Derp uploaded the wrong pics, fixed!
     
  4. Fredrik

    Fredrik L6: Sharp Member

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    This looks very good.
    Many routes, many places you ca take cover from,
    no sightlines and so.
    Good job!
     
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  5. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    I can see you've spent a lot of time on this!

    It looks really really fun. :D
     
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  6. Ost

    Ost L2: Junior Member

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    CONSTRUCT ADDITIONAL FLANKS

    No, not really. On the contrary, get rid of them. a2 is a clusterfuck, albeit great fun as Scout. High hopes for a3; do not disappoint us!

    Lies. I am always awesome.
     
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  7. tovilovan

    tovilovan L6: Sharp Member

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    Glad you like it :)

    Now having played it a bit more in 6v6, we've come to conclusion that the map is a bit wide and has a bit too many flanks. An update should be out in the next few days to sort these problems out. Also I will hopefully get some feedback from gameday tomorrow.

    EDIT: ost u ninja :3
     
  8. Ninjilla

    Ninjilla L7: Fancy Member

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    Mid looks really interesting, cant wait to try this. Is it gonna be up on a gameday anytime soon?
     
  9. tovilovan

    tovilovan L6: Sharp Member

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    Hopefully tonight, unless Mr. Late decides to ditch it.
     
  10. tovilovan

    tovilovan L6: Sharp Member

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  11. tarmo-

    tarmo- L3: Member

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    a3a doesn’t have working 2nd respawns on both teams. doors work etc, but i guess the filter doesn’t work properly so players can’t get out of the spawn. fix it immediately. rest of the map seems to be ok
     
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  12. tovilovan

    tovilovan L6: Sharp Member

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  13. tovilovan

    tovilovan L6: Sharp Member

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  14. tovilovan

    tovilovan L6: Sharp Member

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  15. tovilovan

    tovilovan L6: Sharp Member

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    New version is a5:

    http://dl.dropbox.com/u/2447457/cp_snakewater_a5.bsp

    Changelog a5: Increased spawntimes of attacking team to give defenders a chance of recapping second
    Added some crates on mid to prevent sightlines
    Changed all doors to nonsolid to avoid players getting stuck
    Changed the shed near last for a wooden platform and changed healthkit from medium to small
    Added signs throughout the map
    Increased the skybox height
    Added lights in spawnroom
    Fixed bad clipping near second resupply (thanks Mick-A-Nator)
    Added hazard strips to mark capture areas
    Fixed BLU second cap being smaller than RED

    EDIT: lol quadruple post
     
  16. Ost

    Ost L2: Junior Member

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    [​IMG]

    No really - good job. Keep doing this.
     
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  17. tovilovan

    tovilovan L6: Sharp Member

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    New a6 version out

    http://dl.dropbox.com/u/2447457/cp_snakewater_a6.bsp

    Changelog a6: Loads of small fixes (thanks Archy for your finds!)
    Really fixed being able to shoot between the logs on mid
    Changed the mid area to prevent most classes from reaching the bridge over the cap
    Changed the lobby a bit to make it tighter and less clustry
    Switched two of the fences on second cap to prevent sightlines and protect the second cap a bit
     
  18. tovilovan

    tovilovan L6: Sharp Member

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    New version is a7:

    http://dl.dropbox.com/u/2447457/cp_snakewater_a7.bsp

    Changelog a7: Made it easier for scout to reach the bridge over mid
    Removed the doorway from flank to try to move the pushes towards the choke area
    Added various detail along with some optimization
    Redesigned the last capture point a bit to make it less wide
    Made the lobby even smaller
    Several small fixes
     
  19. tovilovan

    tovilovan L6: Sharp Member

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    Next version will hopefully be beta 1, so if you have complaints, bugs, ideas or love letters please post it right here before I get too obsessed with detailing!
     
  20. Seba

    aa Seba DR. BIG FUCKER, PHD

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    A scent tree here controls both top exits, and probably the bottom one, too. Overall a fun map, although last/second ends up as a super stalemate. I disliked the spawns though: it seems like you're either spawning at enemy's second or at your second. What I would do is make last easier to attack, but move the forward spawn that opens up after second is capped closer to mid.
     
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