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cp_snakewater | final1 released!
Created 25th August 2010 @ 15:28
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want to see it in S9
meadow isn’t bad, although it needs a bit more grass and light to look like these http://www.google.com/images?q=meadow&biw=1280&bih=844, and I already got used to snakewater I guess :P
My I ask why you called it like that in the first place? :o
I haven’t played it in a match, but I’ve been running around on the map for a good hour and I think it looks pretty promising. Though, I have to agree that there are too many routes to second cap from the mid. I really think you should consider removing at least one flank.
And as already pointed out the second cap is too fast.
Also, this might have been pointed out already, but when I stand on the mid cap (on the prop itself) the movement becomes chunky.
Love the map chojje, keep it up!
really want to see it in s9
good job, mate
Quoted from choiie
HAHAHAHAHA!
That will never happen unless ur called Byte I’m afraid.
I’ve always said that Americans are better with their maps, they try more game types, unlocks and maps etc. We just stick to vanilla and granlands.
Quoted from compleat
meadow isn’t bad, although it needs a bit more grass and light to look like these http://www.google.com/images?q=meadow&biw=1280&bih=844, and I already got used to snakewater I guess :P
My I ask why you called it like that in the first place? :o
It was a workname I came up with when watching Jurassic Park, where the first words that appear on the screen are “Snakewater, Badlands, Nevada”, which apparently is some desert area in Nevada. When I decided on the sawmill theme it was already stuck, and since I haven’t bothered changing it.
And no, sadly I’m not byte. Hopefully I’ll be able to tweak this for the next few weeks to remove the problems I’ve found in the MNM, and then we’ll see what happens :)
EDIT: what was the quote you quoted btw?
Last edited by choiie,
Go SØD! Go Sød!! :DDDD
Honeymustard was kind enough to do a flythrough video of b9, enjoy: http://www.youtube.com/watch?v=voh_nzUwa2M
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.
Updated to b11, check it out: http://dl.dropbox.com/u/2447457/cp_snakewater_b11.bsp.bz2
changelog b11:
Fixed spectator cameras being flipped
Reworked the tower further
Fixed some texture bugs
Added a fence near second to avoid a nasty sightline
Fixed a few edges that removed splash damage
A lot of small bugfixes
Made an opening so you can reach dropdown from lobby
I noticed you played b11 in a cup yesterday, to anyone who played it, how did the new last work out?
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
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