CP Snakewater final

Made by tovilovan

  1. tovilovan

    tovilovan L6: Sharp Member

    Messages:
    391
    Positive Ratings:
    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!
     
  2. tovilovan

    tovilovan L6: Sharp Member

    Messages:
    391
    Positive Ratings:
    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
     
  3. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,776
    Positive Ratings:
    1,655
    • Thanks Thanks x 1
    Last edited: Dec 8, 2010
  4. tovilovan

    tovilovan L6: Sharp Member

    Messages:
    391
    Positive Ratings:
    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
     
  5. tovilovan

    tovilovan L6: Sharp Member

    Messages:
    391
    Positive Ratings:
    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
     
  6. tovilovan

    tovilovan L6: Sharp Member

    Messages:
    391
    Positive Ratings:
    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.
     
  7. tovilovan

    tovilovan L6: Sharp Member

    Messages:
    391
    Positive Ratings:
    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.
     
  8. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,776
    Positive Ratings:
    1,655
    congrats on your map being in ESEA season 8. :)
     
    • Thanks Thanks x 1
  9. tovilovan

    tovilovan L6: Sharp Member

    Messages:
    391
    Positive Ratings:
    104
  10. tovilovan

    tovilovan L6: Sharp Member

    Messages:
    391
    Positive Ratings:
    104
    Last edited: Jan 20, 2011
  11. TMP

    aa TMP Abuser of Site Rules

    Messages:
    948
    Positive Ratings:
    554
    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.
     
  12. tovilovan

    tovilovan L6: Sharp Member

    Messages:
    391
    Positive Ratings:
    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 ))".
     
  13. tovilovan

    tovilovan L6: Sharp Member

    Messages:
    391
    Positive Ratings:
    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.
     
  14. tovilovan

    tovilovan L6: Sharp Member

    Messages:
    391
    Positive Ratings:
    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
     
  15. tovilovan

    tovilovan L6: Sharp Member

    Messages:
    391
    Positive Ratings:
    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
     
  16. tovilovan

    tovilovan L6: Sharp Member

    Messages:
    391
    Positive Ratings:
    104
    Go away, or I shall quad post a second time.
     
    • Thanks Thanks x 1
  17. Okrag

    aa Okrag Wall Staples

    Messages:
    1,029
    Positive Ratings:
    655
    • Thanks Thanks x 1
  18. tovilovan

    tovilovan L6: Sharp Member

    Messages:
    391
    Positive Ratings:
    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.
     
  19. Okrag

    aa Okrag Wall Staples

    Messages:
    1,029
    Positive Ratings:
    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.
     
  20. tovilovan

    tovilovan L6: Sharp Member

    Messages:
    391
    Positive Ratings:
    104
    True. Might be able to do something about that actually :)