Snakewater

CP Snakewater final

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tovilovan

L6: Sharp Member
Jul 23, 2008
391
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:

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
Instead of two pics of mid, show us one of mid and one of the second point :D
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
I can see you've spent a lot of time on this!

It looks really really fun. :D
 

Ost

L2: Junior Member
Jun 26, 2009
61
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!

tovilovan said:
Ost for being awesome (at times)

Lies. I am always awesome.
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
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
 

Ninjilla

L420: High Member
Sep 13, 2008
445
Mid looks really interesting, cant wait to try this. Is it gonna be up on a gameday anytime soon?
 

tarmo-

L3: Member
Dec 10, 2008
108
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
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
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
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
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
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
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
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
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.