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cp_snakewater | final1 released!
Created 25th August 2010 @ 15:28
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Quoted from maidos
Why change ur monitor brightness? So when you finished playing snake and play process you have to end up readjusting your monitor brigtnessagain as it will be too bright. Snake is known to have poor lightning.
[…]
It is known.
As far as placing sentries beneath the map goes, I’ve heard rumors but I don’t know how it’s done, so I’ll have a hard time fixing it until I find out.
Quoted from choiie
[…]
It is known.
As far as placing sentries beneath the map goes, I’ve heard rumors but I don’t know how it’s done, so I’ll have a hard time fixing it until I find out.
here you go :D http://www.youtube.com/watch?v=z6zLwjFW770
Works on both sides. Just drag the clip wall down so it touches the floor and seals you off completely, then you can’t get outside anymore.
Gonna search through your final version for similar stuff in a few minutes :p
Last edited by Freddy,
Quoted from SorroW
is it downloadable yet? o.o
idk, i thought he put the final download link on the first page, but when i extracted it and fired it up in the game it was the old version…
edit: nah, both links are the old version.
Last edited by Freddy,
Quoted from Freddy
[…]
here you go :D
Works on both sides. Just drag the clip wall down so it touches the floor and seals you off completely, then you can’t get outside anymore.
Gonna search through your final version for similar stuff in a few minutes :p
why did you post that video publicly…
Quoted from Freddy
[…]
here you go :D http://www.youtube.com/watch?v=z6zLwjFW770
Works on both sides. Just drag the clip wall down so it touches the floor and seals you off completely, then you can’t get outside anymore.
Gonna search through your final version for similar stuff in a few minutes :p
Great, I’ve fixed that one already.
Quoted from ondkaja
[…]
why did you post that video publicly…
Considering this, I’ve decided to upload the most recent version publicly: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_g4.bsp
I think I’m quite happy with most of the changes, and most if not all bugs should be gone. The one thing I’m considering rolling back is moving the left spawn exit back, I’ll have to see how it plays out.
You can still see shadows through the ceiling: http://i.imgur.com/obwgm3P.jpg http://i.imgur.com/eUFhO2z.jpg
The fence needs some reworking.
http://i.imgur.com/HdG53R7.jpg
While the fence is a great addition, and makes it easier to push with the combo, it’s way harder to push this side with the flank now, due to how abusable the fence is. A soldier or a scout holding behind the fence can deal so much damage, while being so protected by incoming damage themselves. Only a demoman can counter this effectively, but if he’s pushing through the doors the flank will have a much harder time getting into last.
Solution: Rework it so you can’t stand behind the fence, just in front of it.
EDIT: There seems to be a visleaf error on red second. Last is drawn when looking in the general direction of it even though it shouldn’t. This bug doesn’t exist on blue side it seems. http://i.imgur.com/uifqHIO.jpg
Last edited by ondkaja,
Quoted from ondkaja
You can still see shadows through the ceiling: http://i.imgur.com/obwgm3P.jpg http://i.imgur.com/eUFhO2z.jpg
The fence needs some reworking.
http://i.imgur.com/HdG53R7.jpg
While the fence is a great addition, and makes it easier to push with the combo, it’s way harder to push this side with the flank now, due to how abusable the fence is. A soldier or a scout holding behind the fence can deal so much damage, while being so protected by incoming damage themselves. Only a demoman can counter this effectively, but if he’s pushing through the doors the flank will have a much harder time getting into last.
Solution: Rework it so you can’t stand behind the fence, just in front of it.
EDIT: There seems to be a visleaf error on red second. Last is drawn when looking in the general direction of it even though it shouldn’t. This bug doesn’t exist on blue side it seems. http://i.imgur.com/uifqHIO.jpg
Cheers, I’ll definitely fix that fence.
Have you considered adding some footholds on the sides of mid, particularly the right side, to allow medics to climb to the top platform?
I was mucking around on snakewater as medic earlier waiting for a pickup to start and was trying to climb stuff and noticed you can’t make the last jump when climbing up the right side of mid. I thought it might open the mid point up a little if you could, because at the moment the demo and the medic are rather stuck scampering around on the grass whilst the scouts and soldiers dive about the point.
I think granary without catwalk would get a little stale for everyone but soldiers, and I’m feeling that way a little about snakewater at the moment; so my mind is drawing parallels. Someone in this thread said snake mid really lacks an alternative route over mid or alternative angle to fight mid at; the fight is along the same straight line every game. I’ve lost every fight my team started by going through kitchen, but rather than changing that, maybe the solution is allowing the combo/demo to walk up top together like on granary?
Last edited by Smyther,
Actually you can blimb it but it is very very difficult.
But mid is not really an issue (although I think it could be improved), what needs an improvment is last (and possibly lightening so it doesnt hurt my eyes)
Quoted from Smyther
Have you considered adding some footholds on the sides of mid, particularly the right side, to allow medics to climb to the top platform?
I was mucking around on snakewater as medic earlier waiting for a pickup to start and was trying to climb stuff and noticed you can’t make the last jump when climbing up the right side of mid. I thought it might open the mid point up a little if you could, because at the moment the demo and the medic are rather stuck scampering around on the grass whilst the scouts and soldiers dive about the point.
I think granary without catwalk would get a little stale for everyone but soldiers, and I’m feeling that way a little about snakewater at the moment; so my mind is drawing parallels. Someone in this thread said snake mid really lacks an alternative route over mid or alternative angle to fight mid at; the fight is along the same straight line every game. I’ve lost every fight my team started by going through kitchen, but rather than changing that, maybe the solution is allowing the combo/demo to walk up top together like on granary?
During the midfight – lol. The medic/demo would be even more defenseless than usual on snake mid.
When defending mid – amazingly too strong hold, because you got the biggest height advantage you could possibly imagine + quite a lot maneuvering space for the med on top (unlike for example gran mid, where there’s also the catwalk to enter the middlepoint from the yards at some heigth – on snake every entry point is more or less on the floor).
Quoted from Leif
Actually you can climb it but it is very very difficult.
But mid is not really an issue (although I think it could be improved), what needs an improvement is last (and possibly lightening so it doesn’t hurt my eyes)
I disagree, I find medicing on snake repetitive and the only variety happens on and around second. Scout has been fun, especially on second, but the mid fight on snake is linear and repetitive for medics and it looks the same for demos as well (though I don’t play demo).
I agree that the shadows that cover half of each area could go and last is a problem too, and I wish tf2pickup.net would update to the later version with the extra space and fence. But if you agree that mid could use some improving, why not try this out and see if running over left catwalk and climbing a viable way to mid?
And I really can’t see how medics up top would make pushing to mid impossible, given:
– how much room there is for a sniper on left catwalk or outside saw.
– how far away from your medic you’d be if you were holding there.
– how clear kitchen would be if the team was up top.
– how spread out you’d be if you were holding outside each of those entrances and up top.
Also for pushing mid, you didn’t even explain how it would make it even harder for them (though I never said it was hard, just restricted/dull); I’d say climbing from left side looks safer but slower, that sounds like a way to make mid more interesting.
Last edited by Smyther,
Alright, there’s a new testing version out: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_g5.bsp
Main changes are made to the visuals, especially the lighting settings. I’ve changed the fence props for solid walls to divide the areas more clearly. I removed some things that people tend to get stuck on, and also simplified/reworked the dropdown area.
Tell me what you think about these changes!
Loads of screens can be found on my steam community page.
Last edited by choiie,
http://steamcommunity.com/sharedfiles/filedetails/?id=175749613
This direction sign does not seem to be effected by the light right near it
Other than that loving the new changes
Last edited by Robeomega,
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