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cp_snakewater | final1 released!

Created 25th August 2010 @ 15:28

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choiie

keso

VanillaTF2.org: You made cp_snakewater which had a pretty good run since august 2011. Some of the high lever players seem to dislike snakewater lately…

I read this in today’s article on the Quay cup, and I’m just curious what the current opinion on Snakewater is. I’m definitely ready to make some changes to the map if deemed necessary, so please tell me what you think!

vani

F!

Quoted from choiie

[…]

I read this in today’s article on the Quay cup, and I’m just curious what the current opinion on Snakewater is. I’m definitely ready to make some changes to the map if deemed necessary, so please tell me what you think!

It’s all good

Clark

SDCK!

Quoted from vani

[…]

It’s all good

http://etf2l.org/teams/14816/


Last edited by Clark,

Quoted from vani

[…]

It’s all good

+1

Love it

T-Mac

DA!

mid too dark “Tviq : we can’t see shit”

Beater

Danmark
LEGO

Push the final cap point farther away from the spawns, longer down on the slope. This will make it a lot more fun to push in my opinion.

Almost all good maps with fun last points have room behind the point for players to maneuver, and the point shouldn’t be too far from the entrances since this allows the attacking team to choose between going for the point or going for the opponents. I believe Snakewater last could be improved on both of these points.

Also, it’s almost impossible to backpedal and not get stuck on shit, so maybe smooth out some textures to improve the clipping.

The only thing that really pissed me off was the last point – the bit where if you stand directly on the point and you want to get out to your left, through the little gap in the wall – sometimes it’s hard to walk through when there is like a shitstorm around you. I just get stuck somehow :(

I am a bad medic, might be only me :D

Snyyppis

RLM

It was my favourite map during the season.

Small improvements can always be made, but until valve deems it worthy of an ‘Official’ status, I don’t see the need for a new version.


Last edited by Snyyppis,

accless

cp_

Quoted from Snyyppis

It was my favourite map during the season.

Small improvements can always be made, but until valve deems it worthy of an ‘Official’ status, I don’t see the need for a new version.

Pretty much. The colour scheme is a bit too dark though, especially on mid. A little light would fix that right away.

achy

how can you fix something that isnt broken?

choiie

keso

Quoted from Snyyppis

It was my favourite map during the season.

Small improvements can always be made, but until valve deems it worthy of an ‘Official’ status, I don’t see the need for a new version.

This is really reassuring!

I’ve definitely tried to go through the map and sort out all the things you get stuck on, and my current WIP version is way brighter than the official one.

choiie

keso

Alright, I’ve been tinkering with a new version of Snake, and I’ve got some screenshots while internal testing commences: http://steamcommunity.com/sharedfiles/filedetails/?id=158581334 http://steamcommunity.com/sharedfiles/filedetails/?id=158581316 http://steamcommunity.com/sharedfiles/filedetails/?id=158581271

The idea is to make pushing out easier through blocking off sniper sightlines and giving much more room for attackers. Tell me what you think!

If there’s any bugs you’ve find through the almost 2 years (wow!) since the release, now’s the time to tell me! A few have been fixed already (crate discrepancy on mid, missing spawnroom on BLU, etc), but I’m sure there are more out there!

AnimaL

Can you improve the lightning please?

mustardoverlord

:)

Quoted from choiie

Alright, I’ve been tinkering with a new version of Snake, and I’ve got some screenshots while internal testing commences: http://steamcommunity.com/sharedfiles/filedetails/?id=158581334 http://steamcommunity.com/sharedfiles/filedetails/?id=158581316 http://steamcommunity.com/sharedfiles/filedetails/?id=158581271

The idea is to make pushing out easier through blocking off sniper sightlines and giving much more room for attackers. Tell me what you think!

If there’s any bugs you’ve find through the almost 2 years (wow!) since the release, now’s the time to tell me! A few have been fixed already (crate discrepancy on mid, missing spawnroom on BLU, etc), but I’m sure there are more out there!

well, the hardest part about pushing out is still the massive spawn advantage/positional advantage of the attacking team, maybe address that?

it might be hard to do so without adding to the mid-to-second stalemate

kustom3

AwS
DA!

Something that annoys me, is that sometimes after switching class at the beginning of a round, you get to spawn on the left side of the spawn room. It can really affect the rollout depending which class get that outcast spawn location.

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