Made by tovilovan
Just delete everything not in the play area on one side (maybe even the roofs) and go again.
You're making it sound more arduous than it is :3
That should be the stv from tonight's pug on RC2.
thanks a lot, was great watching you play
Yes, delete map and start over.
No it's actually a pretty fun map, I've enjoyed the times I've played. Feels finished, easy to find way around, etc... Don't really feel anything needs changed. (But I was just playing, not looking....)
Updated to rc3.
What a coincidence; I was just on this (RC2) map and noticed some stuff that need fixed, all of which are still present:
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.)
Too bright! All the white RED walls are too bright; I think your tonemap needs to be adjusted.
You are not using -staticproppolys, which would fix that shadow under the pulley supports among other things.
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.
Thanks for the finds steve, appreciated. Trying to get the last lighting options done and then I'll release rc4!
RC4 released: http://dl.dropbox.com/u/2447457/cp_snakewater_rc4.bsp.bz2
Widened the left exit when attacking 2 from mid
Moved spawn exits on last back a bit
Various small changes
RC5 will include a major artpass and further balancing of 2, I have a few quite radical ideas that I'm going to try out.
Updated to rc5: http://dl.dropbox.com/u/2447457/cp_snakewater_rc5.bsp.bz2
Changelog rc5: Added a new door in lobby to allow teams to get closer to last before ubering
Changed the grate ramps to solid metal
Made the lobby a bit bigger
Some detail work
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
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.
I'm not sure what to name it... I've considered both cp_snakewater_final and cp_snakewater, but I think I'm going with the latter to simplify. If I need to update it I could make it _final later.
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.
Actually keeping those, quite like on granary where it's the same thing. I've tried to remove most sneaky spots, but I'd actually like to keep a few just to make those wannabe-spies happy
Oh, and there's z-fighting under the broken door at last.
Fixed that one
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.
Bright wall. These are all over the place. I know it's been noted before, but the lights on this map are super high.
This barrel clips with the fence.
What's closed? These buildings seem kinda... clustered to be fully closed. Kinda Marie Celeste, too recently abandoned for signs.
Bright wall. Also, what's the point of that crane?
I don't like the use of that cobble texture.
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.
Missing overlay on the health and ammo. The "Snack" i believe you competitive hip types call it.
Conveyor belt goes in one side of the wall and doesn't come out of the other.
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.
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.
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.
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.
Sure is red for the blu team's side.
I don't think wood works here. Dirt would be nicer.
Did they cut the metal to put the wood in, rather than vice versa?
Another pointless crane. (Also, i don't like that bucket. Looks odd.)
You can see the edges of the displacement door coming through the doorframe prop.
That overlay lies over a gap in the metal.
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.
Rotate one of these boxes a few degrees, too many props are at neat 90degree angles.
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.
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.
i was having lower than usual framerate throughout the map. consider placing some occluders to hide the props that are behind walls
Separate names with a comma.