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cp_snakewater | final1 released!
Created 25th August 2010 @ 15:28
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cp_snakewater – final version out now!
Download link: http://fakkelbrigade.eu/luke/cp_snakewater.bsp.bz2
Download (g7): http://fastdl.colonslash.eu/maps/cp_snakewater_g7.bsp.bz2
Mirror by ETF2L.org: http://etf2l.org/maps/cp_snakewater.zip
Flythrough vid by LuckyLuke: http://www.youtube.com/watch?v=typseiD_V9M&hd=1
After undergoing lots of private testing, I finally feel confident to release my last project publicly. Snakewater (name subject to change) is a 5-cp map set in an alpine lumberyard environment similar to Sawmill and Thundermountain. The gameplay is based around competitive play and the goal is to make this a fastpaced, balanced map with emphasis on height advantage and vertical movement. Inspiration has been taking from Yukon, Badlands and Gullywash.
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 is welcome and always appreciated. Right now I’m trying to hammer out the layout as much as possible before moving on to the art pass.
Contact info: tovilovan on steam, [email protected]
TF2maps.net map thread: http://forums.tf2maps.net/showthread.php?t=14835
Thanks:
ABS, Acegikmo and Ravidge for their mapping resources
TF2maps.net
All who have helped me with playtesting and layout input!
The creators of the Bulletcrops pack and the Construction pack
Pics:
2nd:
http://dl.dropbox.com/u/2447457/screens%20snake/sn2nd1.jpg
http://dl.dropbox.com/u/2447457/screens%20snake/sn2nd2.jpg
http://dl.dropbox.com/u/2447457/screens%20snake/sn2nd3.jpg
Last:
http://dl.dropbox.com/u/2447457/screens%20snake/snlast1.jpg
http://dl.dropbox.com/u/2447457/screens%20snake/snlast2.jpg
http://dl.dropbox.com/u/2447457/screens%20snake/snlast3.jpg
http://dl.dropbox.com/u/2447457/screens%20snake/snlast4.jpg
http://dl.dropbox.com/u/2447457/screens%20snake/snlast5.jpg
Lobby:
http://dl.dropbox.com/u/2447457/screens%20snake/snlobby1.jpg
http://dl.dropbox.com/u/2447457/screens%20snake/snlobby2.jpg
Mid:
http://dl.dropbox.com/u/2447457/screens%20snake/snmid1.jpg
http://dl.dropbox.com/u/2447457/screens%20snake/snmid2.jpg
Overview:
http://dl.dropbox.com/u/2447457/screens%20snake/snover1.jpg
http://dl.dropbox.com/u/2447457/screens%20snake/snover2.jpg
http://dl.dropbox.com/u/2447457/screens%20snake/snover3.jpg
Hopefully this map will be something fresh in the competitive map franchise, but it won’t be anything without loads of testing and tweaking.
Cheers
chojje
Last edited by choiie,
Are you going to keep the Floor and wall textures as it is?.
Or you going to actually put some textures down?
Quoted from atra
Are you going to keep the Floor and wall textures as it is?.
Or you going to actually put some textures down?
Textures aren’t the most important thing in alpha stages of maps. The main point of the alpha is to get any major gameplay issues out of the way first. Early betas are for those minor tweaks and the later betas are for some serious decorating. ;)
In short, I doubt he’ll keep them like that. But it’s just easier and less time consuming for mappers if you lay down some basic textures of where the walls/floors/etc will approximately whilst your working on how the map will “run”.
Right now I’m trying to hammer out the layout as much as possible before moving on to the art pass.
Also: what leftism said.
Last edited by choiie,
looks interesting enough!
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
New version with fixed spawns:
http://dl.dropbox.com/u/2447457/cp_snakewater_a3c.bsp
Also fu overcow
Last edited by choiie,
Long post coming through with some of my thoughts of maps in general, and of course this one. I really liked this map though from what I see so far (and had to turn down a double mix opportunity on it, doh)
A big problem with a lot of custom maps that try to cater to the competitive community isn’t necessarily that they’re bad maps, they just don’t offer anything new.
Coldfront has that problem. It’s definitely a viable map to play, but middle is pretty uninteresting (a house on a hill pretty much), second is very reminiscent to granary without really being any better and last is some sort of badlands-esque cp1 but a lot larger and without the interesting height differences. Follower is the same, but much more of a blatant copy, and it’s not actually better in any way. Granary and badlands are both much more fun and well designed, respectively.
A map that doesn’t really have those problems (at least not to such a degree) is Gullywash. It has a unique middle and a layout that ensures it’s never too far to go anywhere on the map. It doesn’t feel linear and you can play the map in many different ways with it rarely feeling tedious. As with any new map it took some time for people really getting to learn it but few people can imagine a map pool without it these days.
As for this map in particular, you really do have some really good ideas and you’ve really taken to heart the concept of height advantage and vertical gameplay, where as many authors that supposedly did the same just took a flat map and spread various obstacles around on it.
Middle point seems interesting. It looks unique enough and seems sniper friendly, but not to the point of freight (which is good). I haven’t played it in a real game, so it’s hard to say how it would play, but it looks good at the very least. I have no clue what the fastest ways to mid are or so, but I found some very interesting routes that were a lot of fun to use. Jumping to middle should be fun and a bit acrobatic as well, as long as it doesn’t make it too hard for heavies or other classes to get there.
Second looks really cool and offers very varied terrain. There seems to be a couple of fun rocket jumps you can do to attack the point and it seems pretty balanced.
Last I’ve barely taken a look at so no comments there, but again it looks decent enough.
Keep it up and invite me to play on it sometime :3
Thanks for the great feedback iQue, and be sure I’ll invite you as soon as we’re playing it!
I like your thoughts about mid, that’s definitely the part of the map that I’m most happy about at the moment. The second cap is hopefully rather balanced, while I’m not so sure about the last point. It works at the moment, but it is a bit large and open at the moment, and defenders dont really have any natural place to stand.
I’m glad you think I’ve achieved my goal of making interesting height diffrences and allow for sollies and demos to do some fun jumps!
Quoted from iQue
A big problem with a lot of custom maps that try to cater to the competitive community isn’t necessarily that they’re bad maps, they just don’t offer anything new.
Coldfront has that problem. It’s definitely a viable map to play, but middle is pretty uninteresting (a house on a hill pretty much), second is very reminiscent to granary without really being any better and last is some sort of badlands-esque cp1 but a lot larger and without the interesting height differences. Follower is the same, but much more of a blatant copy, and it’s not actually better in any way. Granary and badlands are both much more fun and well designed, respectively.
Like obscure :D. Do agree about Gullywash. I think its way better designed than pretty much any other custom map.
did you fix also the third spawn? there was the same problem.
i think the spawns are too wide. as a solly, you can get to the resupply if you have a good spawning point, the demo cant jump foreward because he wont be able to get some heal…
also i think the “hidden” path on last is too long (in the valley on the right) if somebody pushes there, they’re almost instantly on the last point.
and yeah, it is maybe too wide in general (cp1/5).
Quoted from Hunt3r
did you fix also the third spawn? there was the same problem.
i think the spawns are too wide. as a solly, you can get to the resupply if you have a good spawning point, the demo cant jump foreward because he wont be able to get some heal…
also i think the “hidden” path on last is too long (in the valley on the right) if somebody pushes there, they’re almost instantly on the last point.
and yeah, it is maybe too wide in general (cp1/5).
Yes, third respawn is fixed as of a3c, and the first spawnroom will be resized until a4. About it being too wide, I’m thinking of making it smaller, but I’m afraid it will be too much of a badlands copy. this open area makes for a bit different pushes, similar to granary where you can push out and wait with uber until you’re approaching the cap point. I will need some more playtesting though until I can decide.
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