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cp_snakewater | final1 released!

Created 25th August 2010 @ 15:28

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choiie

keso

Ok, I found a bug, b10 will be out in a moment

choiie

keso

Allright, here’s the correct version: http://dl.dropbox.com/u/2447457/cp_snakewater_b9.bsp.bz2

If you downloaded this between 04:00 and 04:30 CET on the 6/1, please download the file again to ensure you have the correct version.


Last edited by choiie,

Crasp

(Legend)
BACΩN |
бекон

Quoted from choiie

Allright, here’s the correct version: http://dl.dropbox.com/u/2447457/cp_snakewater_b9.bsp.bz2

If you downloaded this between 04:00 and 04:30 CET on the 6/1, please download the file again to ensure you have the correct version.

Link goes to a “404 – page not found” page.

choiie

keso

Try now, should work!

hmmm upload says 1 minute left, hang on

alright, it should work now.


Last edited by choiie,

tarmo-

<3 Fruit

http://www.dropbox.com/gallery/3765879/1/snakewater?h=459972

renders.
too.
much.

also few shadows needs to be removed.

Mark

Phase

edit nvm


Last edited by Mark,

WARHURYEAH

GlueEater

You can hide stickies in all of the buckets and the stickies cannot be seen…

choiie

keso

Quoted from WARHURYEAH

You can hide stickies in all of the buckets and the stickies cannot be seen…

LIKE GRANARY! WOO!

WARHURYEAH

GlueEater

Well I don’t know if it’s meant to be like that or not, there’s also the plugs on the middle point that u can hide stickies in.

The buckets can just be really cheap ways of getting sticky kills, ya’ know?

Spike Himself

TC

Quoted from choiie

Ok, I found a bug, b10 will be out in a moment

Just a thought; wouldn’t it save quite a bit of effort if you’d gather some bugs and then release a new version, instead of releasing a new version for every single bug you find?

archy

Quoted from WARHURYEAH

Well I don’t know if it’s meant to be like that or not, there’s also the plugs on the middle point that u can hide stickies in.

The buckets can just be really cheap ways of getting sticky kills, ya’ know?

either hidden stickies that you maybe might have already got used to or getting stuck at every small prop with a collision model.
I personally rather walk right through a bucket and maybe die because of myself not checking for stickies instead of getting stuck everywhere.

props are not solid because the mapmaker wants a demoman to be able to hide stickies in it :)

compleat

You can notice the texture dividing over the windows and below the 2nd one:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90000.jpg

Same here:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90001.jpg

The 2 different wood textures look weird:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90003.jpg

Extend this grey wall to the right so it touches the other wall:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90004.jpg

There is an invisible roof from the right wall to the place I placed my crosshair over:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90005.jpg

If you look upwards from where my crosshair is at, you can see the texture is divided.
Also, move the light switch “prop” or whatever it is a bit to the left so the extreme touches the left wall and isn’t just there connected nowhere:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90006.jpg

Move both wooden tables to the right so they touch the wall and aren’t just floating:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90007.jpg

Same wood piece through the wall thing that was in some older versions of the map:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90008.jpg

Extend this a bit to the left so it touches the wall:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90009.jpg

The fences to the right, and that wooden detail where my crosshair is placed at fade in and out from these places:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90010.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90011.jpg

Tube appears and dissapears when watching through this window:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90012.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90013.jpg

Center this window, right now you can see it’s more inside than outside of the respawn, and you can stand over it (from the inside):
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90014.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90015.jpg

This is still inclined:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90016.jpg

Wood piece goes through the roof:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90017.jpg

These still appear/dissapear:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90018.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90019.jpg

Fix this:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90020.jpg

And in this room http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90022.jpg, fix this: http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90021.jpg

My I ask why did you remove the windows from 2nd -> 1st? :o

choiie

keso

Quoted from Spike Himself

[…]

Just a thought; wouldn’t it save quite a bit of effort if you’d gather some bugs and then release a new version, instead of releasing a new version for every single bug you find?

Yes. Yesterday I made the mistake of only doing a very basic runthrough after compiling, and so I missed a rather excruciating bug which I needed to fix. I stayed with the same version number though. For upcoming versions I’ll be sure to do a more thorough runthrough.

Quoted from WARHURYEAH

Well I don’t know if it’s meant to be like that or not, there’s also the plugs on the middle point that u can hide stickies in.

The buckets can just be really cheap ways of getting sticky kills, ya’ know?

That’s how I like it^^

Quoted from compleat

My I ask why did you remove the windows from 2nd -> 1st? :o

Mostly for optimization, that window forced everything to be drawn on the second point even tjough you’re on last, which cost a LOT of fps. It was also a decision because of the feedback I’ve got on last being hard to attack – now defenders won’t be able to see where the attack comes from.

compleat

Quoted from choiie

Mostly for optimization, that window forced everything to be drawn on the second point even tjough you’re on last, which cost a LOT of fps. It was also a decision because of the feedback I’ve got on last being hard to attack – now defenders won’t be able to see where the attack comes from.

Thought so, seems like a good decision to me.

choiie

keso

http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b90022.jpg gives me a 404 :<

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