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cp_snakewater | final1 released!
Created 25th August 2010 @ 15:28
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Quoted from Mark
– Fixed shadows leaking through walls
(for granary_pro)
I guess this means it’s possible without thickening the walls
I think I posted in this very thread months ago saying how to fix them.
and if you do make a new version, please let me know as I have some suggestions…
Last edited by Mark,
Quoted from kasabubu
i dont know if this is a bug but it will give a small advantage to the blu demo on the midfights:
red side:
http://imageshack.us/photo/my-images/822/2012090300005.jpg/blu side:
http://imageshack.us/photo/my-images/802/2012090300004t.jpg/the blu demo can shoot a sticky trow the space between the crate and the beam while the red demo can’t
edit – updated screens whele the boxs are clearly positioned in diffrent location
Yeah, I’ve fixed this, and I’ll also be sure to do something about the broken shadows. Feel free to contact me, Mark, cause sooner or later I will definitely make a new version, for whatever reasons.
A small bug on mid CP where you can see through the point into kitchen
You can use it to see scouts coming in to block the mid point
Normal
Zoomed as the picture quality is bad
Where he’s standing
Also, I think you should rework last a bit, it’s quite difficult to push
Last edited by Starkie,
Quoted from Starkie
A small bug on mid CP where you can see through the point into kitchen
You can use it to see scouts coming in to block the mid point
Normal
Zoomed as the picture quality is bad
Where he’s standingAlso, I think you should rework last a bit, it’s quite difficult to push
Nice find!
I think I’ve ruled out all bugs from the current version I have:
– Fixed shadows sometimes going through walls (thanks mark!)
– Fixed one crate on mid being placed further from the wall than the other
– Fixed seeing the kitchen through the details on mid
– Made the left hand side attack route to last a bit more open
– Fixed being unable to change class in certain areas of spawnroom
– Fixed some other bugs
So, now I need your help on working with last. My current idea is opening another route (very small, more of a flank than a push route) to the far left (attackers’ perspective) on last. That would allow scouts to get closer to the cap, and also give another retreat route when falling back. Here’s a picture of the plan: https://dl.dropbox.com/u/2447457/cp_egypt_final0006.jpg or possibly this: https://dl.dropbox.com/u/2447457/cp_egypt_final0005.jpg
Tell me your thoughts, and keep bug reports and feedback coming. Maybe some day I’ll get a chance to update the map, and there’s still time for changes.
Last edited by choiie,
Quoted from choiie
[…]
So, now I need your help on working with last. My current idea is opening another route (very small, more of a flank than a push route) to the far left (attackers’ perspective) on last. That would allow scouts to get closer to the cap, and also give another retreat route when falling back. Here’s a picture of the plan: https://dl.dropbox.com/u/2447457/cp_egypt_final0006.jpg or possibly this: https://dl.dropbox.com/u/2447457/cp_egypt_final0005.jpg
the first thing wouldnt change anything, it dont thik i would use this ever…
teams usally defending on the point and/or left(from defender side)
why should i go there when i have the direct route?
if a sodlier sees me I#m in a trap, if he doesnt see me i can walk the direct route through the door…
2nd:better, you can get closer but the same thing remains, if i can get there unseen i could have walked through the door….
maybe you set the entrance to the other side of the wall?
maybe would make this viable
Even though snake is hard to push, I have come to appreciate it over time, because it’s nice to have a map where you can still fight after experiencing an unfortunate wipe on the midfight. On a map like badlands, when a team has uber advantage, they’d have to be really screwing up to fail a last push. On snake, if a team doesn’t focus right, or have team members get picked off in locations where the uber isn’t, your simple uber advantage won’t save you.
Still, it might be a bit of a long walk though from any entrance to last to the actual point. I don’t think any extra doorways should be added. If you really want to make last a tad easier to push, just move up the entire last point + spawn a bit forward (from the defenders perspective) so the distance from ‘spawn doors -> point’ stays the same, but the distance from ‘lobby doors -> point’ becomes slightly shorter. I guess this would make the middle area slope steeper, not sure if that’s a problem. It should be only a very tiny bit (like, 2-3 barrels, I don’t know hammer units xD).
But yeah I think last is fine as it is. Out o fall the maps, it’s just the most difficult last point to push, which is not a bad thing in itself.
Last edited by skeej,
Quoted from skeej
Even though snake is hard to push, I have come to appreciate it over time, because it’s nice to have a map where you can still fight after experiencing an unfortunate wipe on the midfight. On a map like badlands, when a team has uber advantage, they’d have to be really screwing up to fail a last push. On snake, if a team doesn’t focus right, or have team members get picked off in locations where the uber isn’t, your simple uber advantage won’t save you.
Still, it might be a bit of a long walk though from any entrance to last to the actual point. I don’t think any extra doorways should be added. If you really want to make last a tad easier to push, just move up the entire last point + spawn a bit forward (from the defenders perspective) so the distance from ‘spawn doors -> point’ stays the same, but the distance from ‘lobby doors -> point’ becomes slightly shorter. I guess this would make the middle area slope steeper, not sure if that’s a problem. It should be only a very tiny bit (like, 2-3 barrels, I don’t know hammer units xD).
But yeah I think last is fine as it is. Out o fall the maps, it’s just the most difficult last point to push, which is not a bad thing in itself.
Hm, I might take a look at this solution, though it would probably rather arduous to achieve without screwing up the scale. I agree that it’s not a bad thing, and apparently people still appreciate the map, but it’s still one of the things that forced maps like Freight or Fastlane out of the standard rotation, and I’d really like to improve the last point. I also agree that adding new routes might be a bit of an easy way out, and as you say a lack of entry points is not even the issue.
The problem with freight was that it was too hard to push out either, so you’d have these continuous stalemates on last where the attacks fail their pushes yet don’t commit enough to get wiped and get quick+fast spawns to defend second again.
On snake it’s way more doable to push out to 2nd. For me, part of the problem with snake still lies on the middle, with it’s hill + funnel shape. The varieties of rollouts that can be performed are limited compared to other maps (medic for instance can’t really do anything else than eventually end up somewhere on your side behind the point, even if you rollout top left or bottom left… And kitchen is not viable at all). There is a bridge above the point in contrast to badlands gully where the bridge IS the point, and easily traversible for all classes. The mid is viable for sniper but there are no real ‘smart’ ways to counter a sniper (compared to gully for instance) other than just 100% committed agression (counting on your flankers through enemy kitchen is not really a surefire tactic either)
I guess I just like mids where there are at least 2 levels of verticality that are viable to use for every class. Sure, on a map like freight, this is missing, but the wideness of the mid allows for more horizontal positional play, while snake’s hill-shaped mid with high walls and low doorways is like a big trap for anyone that gets bombed/juggled, anywhere.
People like fast games in general, but fast games shouldn’t mean just “win midfight = win round” … I’d really like to see mid opened up more before last gets a workover… But again, maybe that’s just me.
Last edited by skeej,
Quoted from skeej
The problem with freight was that it was too hard to push out either, so you’d have these continuous stalemates on last where the attacks fail their pushes yet don’t commit enough to get wiped and get quick+fast spawns to defend second again.
On snake it’s way more doable to push out to 2nd. For me, part of the problem with snake still lies on the middle, with it’s hill + funnel shape. The varieties of rollouts that can be performed are limited compared to other maps (medic for instance can’t really do anything else than eventually end up somewhere on your side behind the point, even if you rollout top left or bottom left… And kitchen is not viable at all). There is a bridge above the point in contrast to badlands gully where the bridge IS the point, and easily traversible for all classes. The mid is viable for sniper but there are no real ‘smart’ ways to counter a sniper (compared to gully for instance) other than just 100% committed agression (counting on your flankers through enemy kitchen is not really a surefire tactic either)
I guess I just like mids where there are at least 2 levels of verticality that are viable to use for every class. Sure, on a map like freight, this is missing, but the wideness of the mid allows for more horizontal positional play, while snake’s hill-shaped mid with high walls and low doorways is like a big trap for anyone that gets bombed/juggled, anywhere.
People like fast games in general, but fast games shouldn’t mean just “win midfight = win round” … I’d really like to see mid opened up more before last gets a workover… But again, maybe that’s just me.
Yeah, while snake middle provides a lot of fun plays and great moments for spectators it’s incredibly unfriendly to medics. On the other hand, I suppose that’s part of what makes snake different from other maps, and the question is whether the tradeoff made (a middle that invites to impressive plays but allows little diversity when it comes to rollouts and middle strategy apart from levels of aggressiveness) is good or bad. Personally I’m quite pleased with snake middle for the moment, but if you’ve tried quay you’ll know that I’ve taken an entirely different approach this time around: a very open point, which will probably play completely different from snake.
How about just making the drop down bit accessible from both sides and maybe a little tiny bit forward and a tiny bit bigger?
Another door far right, (as defence), seems a little pointless and it’ll be a case of sniper hide and seek, peeking his little annoying Australian head out of two doors.
As for the middle point, a little viable rollout variation would be sweet, what about some way of rolling out to the left and up the stairs in the wood room and then be able to drop into kitchen or something.
Map design really isn’t something I’ve thought about a lot…does it show?
Hello all!
Im interested in knowing how we can add this map to our server. I would appreciate it if you could answer me. Thanks.
Quoted from sucre
Hello all!
Im interested in knowing how we can add this map to our server. I would appreciate it if you could answer me. Thanks.
If you have rented a server from a gameserver providers you should have recived a link with username and password through which you should be able to access your game server files.
You should have also a menu in which you are able to upload files and do some other things as well depending on the provider, then you choose the map and put it in the map folder.
Last edited by Leif,
Quoted from sucre
Hello all!
Im interested in knowing how we can add this map to our server. I would appreciate it if you could answer me. Thanks.
You just need to add it to the maps folder of the server. If you have ftp you can upload from your computer, if you have SSH you can WGET it to the Maps folder.
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