Forum
cp_snakewater | final1 released!
Created 25th August 2010 @ 15:28
Add A Reply Pages: « Previous 1 2 3 ... 40 Next »
cp_snakewater vs cp_collis
Let the fight begin =)
Last edited by Del,
Quoted from Del
cp_snakewater vs cp_collis
Let the fight begin =)
Haha glhf =)
Last edited by choiie,
Why would one put heavy logs across two roofs only supported by tiny wooden poles?
does not compute
Just played a double mix on it to playtest, was good fun. ofc some bugs and whatnot, but enjoyable anyway :)
http://www.youtube.com/watch?v=Vhrtkn4xBAE&hd=1
Last edited by helberg,
Quoted from d1ck j0nes
Why would one put heavy logs across two roofs only supported by tiny wooden poles?
does not compute
Implying that tf2 is realistic
After some more playtesting and a whole lot of feedbacking, I think the map could turn out really killer once you’ve balanced the second cap and fixed the other issues I pointed out earlier.
New version out:
http://dl.dropbox.com/u/2447457/cp_snakewater_a4.bsp
Changelog a4: Removed useless flank near choke
Made the first spawnroom a tad smaller to make the rollout easier
Added soundscapes
Added a little fence on the little wooden balcony overlooking choke to make it easier to spam
Added small healthkit inside the house on mid
Moved the second forward spawn a bit forward
Quoted from Del
cp_snakewater vs cp_collis
Let the fight begin =)
lol, HF GL mate.
Quoted from KrullkrigareN^
[…]
Implying that tf2 is realistic.
misinterpreting posts and making crap up.
valve tf2 maps just don’t contain any details that makes you wonder why the hell they’re there
Last edited by d1ck j0nes,
Quoted from ash
Large Laserguns on wooden towers?
back-story, mon.
Quoted from d1ck j0nes
Why would one put heavy logs across two roofs only supported by tiny wooden poles?
does not compute
At this time they work great gameplay-wise, which is reason enough to keep them there. Right now I’m focusing on making an enjoyable map, not selling it to Valve.
New version is a5:
http://dl.dropbox.com/u/2447457/cp_snakewater_a5.bsp
Changelog a5: Increased spawntimes of attacking team to give defenders a chance of recapping second
Added some crates on mid to prevent sightlines
Changed all doors to nonsolid to avoid players getting stuck
Changed the shed near last for a wooden platform and changed healthkit from medium to small
Added signs throughout the map
Increased the skybox height
Added lights in spawnroom
Fixed bad clipping near second resupply (thanks Mick-A-Nator)
Added hazard strips to mark capture areas
Fixed BLU second cap being smaller than RED
Add A Reply Pages: « Previous 1 2 3 ... 40 Next »